You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
175 lines
6.7 KiB
175 lines
6.7 KiB
/****************************************************************************** |
|
* Spine Runtimes License Agreement |
|
* Last updated January 1, 2020. Replaces all prior versions. |
|
* |
|
* Copyright (c) 2013-2020, Esoteric Software LLC |
|
* |
|
* Integration of the Spine Runtimes into software or otherwise creating |
|
* derivative works of the Spine Runtimes is permitted under the terms and |
|
* conditions of Section 2 of the Spine Editor License Agreement: |
|
* http://esotericsoftware.com/spine-editor-license |
|
* |
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software |
|
* or otherwise create derivative works of the Spine Runtimes (collectively, |
|
* "Products"), provided that each user of the Products must obtain their own |
|
* Spine Editor license and redistribution of the Products in any form must |
|
* include this license and copyright notice. |
|
* |
|
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
|
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
|
*****************************************************************************/ |
|
|
|
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER |
|
#define NEW_PREFAB_SYSTEM |
|
#endif |
|
|
|
using UnityEngine; |
|
|
|
namespace Spine.Unity { |
|
|
|
#if NEW_PREFAB_SYSTEM |
|
[ExecuteAlways] |
|
#else |
|
[ExecuteInEditMode] |
|
#endif |
|
[RequireComponent(typeof(RectTransform)), DisallowMultipleComponent] |
|
[AddComponentMenu("Spine/UI/BoneFollowerGraphic")] |
|
[HelpURL("http://esotericsoftware.com/spine-unity#BoneFollowerGraphic")] |
|
public class BoneFollowerGraphic : MonoBehaviour { |
|
public SkeletonGraphic skeletonGraphic; |
|
public SkeletonGraphic SkeletonGraphic { |
|
get { return skeletonGraphic; } |
|
set { |
|
skeletonGraphic = value; |
|
Initialize(); |
|
} |
|
} |
|
|
|
public bool initializeOnAwake = true; |
|
|
|
/// <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> |
|
[SpineBone(dataField: "skeletonGraphic")] |
|
public string boneName; |
|
|
|
public bool followBoneRotation = true; |
|
[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")] |
|
public bool followSkeletonFlip = true; |
|
[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")] |
|
public bool followLocalScale = false; |
|
public bool followXYPosition = true; |
|
public bool followZPosition = true; |
|
|
|
[System.NonSerialized] public Bone bone; |
|
|
|
Transform skeletonTransform; |
|
bool skeletonTransformIsParent; |
|
|
|
[System.NonSerialized] public bool valid; |
|
|
|
/// <summary> |
|
/// Sets the target bone by its bone name. Returns false if no bone was found.</summary> |
|
public bool SetBone (string name) { |
|
bone = skeletonGraphic.Skeleton.FindBone(name); |
|
if (bone == null) { |
|
Debug.LogError("Bone not found: " + name, this); |
|
return false; |
|
} |
|
boneName = name; |
|
return true; |
|
} |
|
|
|
public void Awake () { |
|
if (initializeOnAwake) Initialize(); |
|
} |
|
|
|
public void Initialize () { |
|
bone = null; |
|
valid = skeletonGraphic != null && skeletonGraphic.IsValid; |
|
if (!valid) return; |
|
|
|
skeletonTransform = skeletonGraphic.transform; |
|
// skeletonGraphic.OnRebuild -= HandleRebuildRenderer; |
|
// skeletonGraphic.OnRebuild += HandleRebuildRenderer; |
|
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent); |
|
|
|
if (!string.IsNullOrEmpty(boneName)) |
|
bone = skeletonGraphic.Skeleton.FindBone(boneName); |
|
|
|
#if UNITY_EDITOR |
|
if (Application.isEditor) { |
|
LateUpdate(); |
|
} |
|
#endif |
|
} |
|
|
|
public void LateUpdate () { |
|
if (!valid) { |
|
Initialize(); |
|
return; |
|
} |
|
|
|
#if UNITY_EDITOR |
|
if (!Application.isPlaying) |
|
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent); |
|
#endif |
|
|
|
if (bone == null) { |
|
if (string.IsNullOrEmpty(boneName)) return; |
|
bone = skeletonGraphic.Skeleton.FindBone(boneName); |
|
if (!SetBone(boneName)) return; |
|
} |
|
|
|
var thisTransform = this.transform as RectTransform; |
|
if (thisTransform == null) return; |
|
|
|
var canvas = skeletonGraphic.canvas; |
|
if (canvas == null) canvas = skeletonGraphic.GetComponentInParent<Canvas>(); |
|
float scale = canvas != null ? canvas.referencePixelsPerUnit : 100.0f; |
|
|
|
if (skeletonTransformIsParent) { |
|
// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent |
|
thisTransform.localPosition = new Vector3(followXYPosition ? bone.worldX * scale : thisTransform.localPosition.x, |
|
followXYPosition ? bone.worldY * scale : thisTransform.localPosition.y, |
|
followZPosition ? 0f : thisTransform.localPosition.z); |
|
if (followBoneRotation) thisTransform.localRotation = bone.GetQuaternion(); |
|
} else { |
|
// For special cases: Use transform world properties if transform relationship is complicated |
|
Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX * scale, bone.worldY * scale, 0f)); |
|
if (!followZPosition) targetWorldPosition.z = thisTransform.position.z; |
|
if (!followXYPosition) { |
|
targetWorldPosition.x = thisTransform.position.x; |
|
targetWorldPosition.y = thisTransform.position.y; |
|
} |
|
|
|
float boneWorldRotation = bone.WorldRotationX; |
|
|
|
Transform transformParent = thisTransform.parent; |
|
if (transformParent != null) { |
|
Matrix4x4 m = transformParent.localToWorldMatrix; |
|
if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative |
|
boneWorldRotation = -boneWorldRotation; |
|
} |
|
|
|
if (followBoneRotation) { |
|
Vector3 worldRotation = skeletonTransform.rotation.eulerAngles; |
|
thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + boneWorldRotation)); |
|
} else { |
|
thisTransform.position = targetWorldPosition; |
|
} |
|
} |
|
|
|
Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f); |
|
if (followSkeletonFlip) localScale.y *= Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY); |
|
thisTransform.localScale = localScale; |
|
} |
|
|
|
} |
|
}
|
|
|