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193 lines
7.2 KiB
193 lines
7.2 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER |
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#define NEW_PREFAB_SYSTEM |
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#endif |
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using System; |
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using UnityEngine; |
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namespace Spine.Unity { |
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/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary> |
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#if NEW_PREFAB_SYSTEM |
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[ExecuteAlways] |
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#else |
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[ExecuteInEditMode] |
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#endif |
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[AddComponentMenu("Spine/BoneFollower")] |
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[HelpURL("http://esotericsoftware.com/spine-unity#BoneFollower")] |
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public class BoneFollower : MonoBehaviour { |
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#region Inspector |
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public SkeletonRenderer skeletonRenderer; |
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public SkeletonRenderer SkeletonRenderer { |
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get { return skeletonRenderer; } |
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set { |
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skeletonRenderer = value; |
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Initialize(); |
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} |
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} |
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/// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary> |
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[SpineBone(dataField: "skeletonRenderer")] |
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public string boneName; |
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public bool followXYPosition = true; |
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public bool followZPosition = true; |
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public bool followBoneRotation = true; |
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[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")] |
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public bool followSkeletonFlip = true; |
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[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")] |
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public bool followLocalScale = false; |
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[UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")] |
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public bool initializeOnAwake = true; |
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#endregion |
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[NonSerialized] public bool valid; |
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[NonSerialized] public Bone bone; |
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Transform skeletonTransform; |
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bool skeletonTransformIsParent; |
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/// <summary> |
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/// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly.</summary> |
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public bool SetBone (string name) { |
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bone = skeletonRenderer.skeleton.FindBone(name); |
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if (bone == null) { |
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Debug.LogError("Bone not found: " + name, this); |
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return false; |
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} |
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boneName = name; |
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return true; |
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} |
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public void Awake () { |
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if (initializeOnAwake) Initialize(); |
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} |
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public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) { |
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Initialize(); |
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} |
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public void Initialize () { |
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bone = null; |
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valid = skeletonRenderer != null && skeletonRenderer.valid; |
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if (!valid) return; |
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skeletonTransform = skeletonRenderer.transform; |
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skeletonRenderer.OnRebuild -= HandleRebuildRenderer; |
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skeletonRenderer.OnRebuild += HandleRebuildRenderer; |
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent); |
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if (!string.IsNullOrEmpty(boneName)) |
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bone = skeletonRenderer.skeleton.FindBone(boneName); |
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#if UNITY_EDITOR |
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if (Application.isEditor) |
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LateUpdate(); |
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#endif |
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} |
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void OnDestroy () { |
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if (skeletonRenderer != null) |
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skeletonRenderer.OnRebuild -= HandleRebuildRenderer; |
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} |
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public void LateUpdate () { |
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if (!valid) { |
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Initialize(); |
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return; |
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} |
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#if UNITY_EDITOR |
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if (!Application.isPlaying) |
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent); |
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#endif |
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if (bone == null) { |
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if (string.IsNullOrEmpty(boneName)) return; |
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bone = skeletonRenderer.skeleton.FindBone(boneName); |
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if (!SetBone(boneName)) return; |
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} |
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Transform thisTransform = this.transform; |
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if (skeletonTransformIsParent) { |
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// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent |
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thisTransform.localPosition = new Vector3(followXYPosition ? bone.worldX : thisTransform.localPosition.x, |
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followXYPosition ? bone.worldY : thisTransform.localPosition.y, |
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followZPosition ? 0f : thisTransform.localPosition.z); |
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if (followBoneRotation) { |
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float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f; |
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if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation. |
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halfRotation += Mathf.PI * 0.5f; |
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var q = default(Quaternion); |
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q.z = Mathf.Sin(halfRotation); |
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q.w = Mathf.Cos(halfRotation); |
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thisTransform.localRotation = q; |
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} |
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} else { |
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// For special cases: Use transform world properties if transform relationship is complicated |
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f)); |
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if (!followZPosition) targetWorldPosition.z = thisTransform.position.z; |
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if (!followXYPosition) { |
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targetWorldPosition.x = thisTransform.position.x; |
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targetWorldPosition.y = thisTransform.position.y; |
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} |
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float boneWorldRotation = bone.WorldRotationX; |
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Transform transformParent = thisTransform.parent; |
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if (transformParent != null) { |
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Matrix4x4 m = transformParent.localToWorldMatrix; |
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if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative |
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boneWorldRotation = -boneWorldRotation; |
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} |
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if (followBoneRotation) { |
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles; |
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if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f; |
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thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation)); |
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} else { |
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thisTransform.position = targetWorldPosition; |
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} |
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} |
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Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f); |
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if (followSkeletonFlip) localScale.y *= Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY); |
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thisTransform.localScale = localScale; |
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} |
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} |
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}
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