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469 lines
16 KiB
469 lines
16 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 UnityEngine; |
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using System.Collections.Generic; |
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namespace Spine.Unity { |
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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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[RequireComponent(typeof(ISkeletonAnimation))] |
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[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonUtility")] |
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public sealed class SkeletonUtility : MonoBehaviour { |
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#region BoundingBoxAttachment |
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public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) { |
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Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName); |
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if (skin == null) { |
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Debug.LogError("Skin " + skinName + " not found!"); |
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return null; |
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} |
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var attachment = skin.GetAttachment(skeleton.FindSlotIndex(slotName), attachmentName); |
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if (attachment == null) { |
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Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.name); |
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return null; |
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} |
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var box = attachment as BoundingBoxAttachment; |
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if (box != null) { |
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var slot = skeleton.FindSlot(slotName); |
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return AddBoundingBoxGameObject(box.Name, box, slot, parent, isTrigger); |
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} else { |
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Debug.LogFormat("Attachment '{0}' was not a Bounding Box.", attachmentName); |
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return null; |
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} |
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} |
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public static PolygonCollider2D AddBoundingBoxGameObject (string name, BoundingBoxAttachment box, Slot slot, Transform parent, bool isTrigger = true) { |
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var go = new GameObject("[BoundingBox]" + (string.IsNullOrEmpty(name) ? box.Name : name)); |
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#if UNITY_EDITOR |
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if (!Application.isPlaying) |
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UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Spawn BoundingBox"); |
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# endif |
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var got = go.transform; |
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got.parent = parent; |
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got.localPosition = Vector3.zero; |
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got.localRotation = Quaternion.identity; |
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got.localScale = Vector3.one; |
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return AddBoundingBoxAsComponent(box, slot, go, isTrigger); |
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} |
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public static PolygonCollider2D AddBoundingBoxAsComponent (BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true) { |
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if (box == null) return null; |
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var collider = gameObject.AddComponent<PolygonCollider2D>(); |
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collider.isTrigger = isTrigger; |
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SetColliderPointsLocal(collider, slot, box); |
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return collider; |
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} |
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public static void SetColliderPointsLocal (PolygonCollider2D collider, Slot slot, BoundingBoxAttachment box, float scale = 1.0f) { |
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if (box == null) return; |
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if (box.IsWeighted()) Debug.LogWarning("UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider points will not be animated and may have incorrect orientation. If you want to use it as a collider, please remove weights and animations from the bounding box in Spine editor."); |
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var verts = box.GetLocalVertices(slot, null); |
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if (scale != 1.0f) { |
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for (int i = 0, n = verts.Length; i < n; ++i) |
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verts[i] *= scale; |
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} |
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collider.SetPath(0, verts); |
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} |
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public static Bounds GetBoundingBoxBounds (BoundingBoxAttachment boundingBox, float depth = 0) { |
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float[] floats = boundingBox.Vertices; |
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int floatCount = floats.Length; |
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Bounds bounds = new Bounds(); |
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bounds.center = new Vector3(floats[0], floats[1], 0); |
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for (int i = 2; i < floatCount; i += 2) |
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bounds.Encapsulate(new Vector3(floats[i], floats[i + 1], 0)); |
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Vector3 size = bounds.size; |
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size.z = depth; |
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bounds.size = size; |
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return bounds; |
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} |
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public static Rigidbody2D AddBoneRigidbody2D (GameObject gameObject, bool isKinematic = true, float gravityScale = 0f) { |
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var rb = gameObject.GetComponent<Rigidbody2D>(); |
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if (rb == null) { |
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rb = gameObject.AddComponent<Rigidbody2D>(); |
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rb.isKinematic = isKinematic; |
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rb.gravityScale = gravityScale; |
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} |
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return rb; |
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} |
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#endregion |
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public delegate void SkeletonUtilityDelegate (); |
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public event SkeletonUtilityDelegate OnReset; |
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public Transform boneRoot; |
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/// <summary> |
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/// If true, <see cref="Skeleton.ScaleX"/> and <see cref="Skeleton.ScaleY"/> are followed |
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/// by 180 degree rotation. If false, negative Transform scale is used. |
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/// Note that using negative scale is consistent with previous behaviour (hence the default), |
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/// however causes serious problems with rigidbodies and physics. Therefore, it is recommended to |
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/// enable this parameter where possible. When creating hinge chains for a chain of skeleton bones |
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/// via <see cref="SkeletonUtilityBone"/>, it is mandatory to have <c>flipBy180DegreeRotation</c> enabled. |
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/// </summary> |
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public bool flipBy180DegreeRotation = false; |
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void Update () { |
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var skeleton = skeletonComponent.Skeleton; |
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if (skeleton != null && boneRoot != null) { |
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if (flipBy180DegreeRotation) { |
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boneRoot.localScale = new Vector3(Mathf.Abs(skeleton.ScaleX), Mathf.Abs(skeleton.ScaleY), 1f); |
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boneRoot.eulerAngles = new Vector3(skeleton.ScaleY > 0 ? 0 : 180, |
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skeleton.ScaleX > 0 ? 0 : 180, |
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0); |
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} |
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else { |
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boneRoot.localScale = new Vector3(skeleton.ScaleX, skeleton.ScaleY, 1f); |
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} |
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} |
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if (canvas != null) { |
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positionScale = canvas.referencePixelsPerUnit; |
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} |
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} |
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[HideInInspector] public SkeletonRenderer skeletonRenderer; |
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[HideInInspector] public SkeletonGraphic skeletonGraphic; |
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private Canvas canvas; |
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[System.NonSerialized] public ISkeletonAnimation skeletonAnimation; |
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private ISkeletonComponent skeletonComponent; |
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[System.NonSerialized] public List<SkeletonUtilityBone> boneComponents = new List<SkeletonUtilityBone>(); |
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[System.NonSerialized] public List<SkeletonUtilityConstraint> constraintComponents = new List<SkeletonUtilityConstraint>(); |
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public ISkeletonComponent SkeletonComponent { |
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get { |
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if (skeletonComponent == null) { |
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skeletonComponent = skeletonRenderer != null ? skeletonRenderer.GetComponent<ISkeletonComponent>() : |
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skeletonGraphic != null ? skeletonGraphic.GetComponent<ISkeletonComponent>() : |
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GetComponent<ISkeletonComponent>(); |
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} |
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return skeletonComponent; |
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} |
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} |
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public Skeleton Skeleton { |
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get { |
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if (SkeletonComponent == null) |
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return null; |
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return skeletonComponent.Skeleton; |
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} |
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} |
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public bool IsValid { |
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get { |
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return (skeletonRenderer != null && skeletonRenderer.valid) || |
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(skeletonGraphic != null && skeletonGraphic.IsValid); |
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} |
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} |
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public float PositionScale { get { return positionScale; } } |
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float positionScale = 1.0f; |
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bool hasOverrideBones; |
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bool hasConstraints; |
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bool needToReprocessBones; |
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public void ResubscribeEvents () { |
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OnDisable(); |
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OnEnable(); |
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} |
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void OnEnable () { |
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if (skeletonRenderer == null) { |
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skeletonRenderer = GetComponent<SkeletonRenderer>(); |
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} |
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if (skeletonGraphic == null) { |
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skeletonGraphic = GetComponent<SkeletonGraphic>(); |
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} |
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if (skeletonAnimation == null) { |
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skeletonAnimation = skeletonRenderer != null ? skeletonRenderer.GetComponent<ISkeletonAnimation>() : |
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skeletonGraphic != null ? skeletonGraphic.GetComponent<ISkeletonAnimation>() : |
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GetComponent<ISkeletonAnimation>(); |
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} |
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if (skeletonComponent == null) { |
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skeletonComponent = skeletonRenderer != null ? skeletonRenderer.GetComponent<ISkeletonComponent>() : |
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skeletonGraphic != null ? skeletonGraphic.GetComponent<ISkeletonComponent>() : |
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GetComponent<ISkeletonComponent>(); |
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} |
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if (skeletonRenderer != null) { |
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skeletonRenderer.OnRebuild -= HandleRendererReset; |
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skeletonRenderer.OnRebuild += HandleRendererReset; |
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} |
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else if (skeletonGraphic != null) { |
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skeletonGraphic.OnRebuild -= HandleRendererReset; |
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skeletonGraphic.OnRebuild += HandleRendererReset; |
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canvas = skeletonGraphic.canvas; |
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if (canvas == null) |
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canvas = skeletonGraphic.GetComponentInParent<Canvas>(); |
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if (canvas == null) |
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positionScale = 100.0f; |
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} |
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if (skeletonAnimation != null) { |
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skeletonAnimation.UpdateLocal -= UpdateLocal; |
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skeletonAnimation.UpdateLocal += UpdateLocal; |
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} |
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CollectBones(); |
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} |
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void Start () { |
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//recollect because order of operations failure when switching between game mode and edit mode... |
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CollectBones(); |
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} |
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void OnDisable () { |
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if (skeletonRenderer != null) |
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skeletonRenderer.OnRebuild -= HandleRendererReset; |
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if (skeletonGraphic != null) |
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skeletonGraphic.OnRebuild -= HandleRendererReset; |
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if (skeletonAnimation != null) { |
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skeletonAnimation.UpdateLocal -= UpdateLocal; |
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skeletonAnimation.UpdateWorld -= UpdateWorld; |
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skeletonAnimation.UpdateComplete -= UpdateComplete; |
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} |
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} |
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void HandleRendererReset (SkeletonRenderer r) { |
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if (OnReset != null) OnReset(); |
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CollectBones(); |
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} |
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void HandleRendererReset (SkeletonGraphic g) { |
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if (OnReset != null) OnReset(); |
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CollectBones(); |
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} |
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public void RegisterBone (SkeletonUtilityBone bone) { |
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if (boneComponents.Contains(bone)) { |
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return; |
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} else { |
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boneComponents.Add(bone); |
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needToReprocessBones = true; |
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} |
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} |
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public void UnregisterBone (SkeletonUtilityBone bone) { |
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boneComponents.Remove(bone); |
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} |
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public void RegisterConstraint (SkeletonUtilityConstraint constraint) { |
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if (constraintComponents.Contains(constraint)) |
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return; |
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else { |
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constraintComponents.Add(constraint); |
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needToReprocessBones = true; |
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} |
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} |
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public void UnregisterConstraint (SkeletonUtilityConstraint constraint) { |
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constraintComponents.Remove(constraint); |
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} |
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public void CollectBones () { |
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var skeleton = skeletonComponent.Skeleton; |
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if (skeleton == null) return; |
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if (boneRoot != null) { |
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var constraintTargets = new List<System.Object>(); |
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var ikConstraints = skeleton.IkConstraints; |
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for (int i = 0, n = ikConstraints.Count; i < n; i++) |
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constraintTargets.Add(ikConstraints.Items[i].target); |
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var transformConstraints = skeleton.TransformConstraints; |
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for (int i = 0, n = transformConstraints.Count; i < n; i++) |
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constraintTargets.Add(transformConstraints.Items[i].target); |
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var boneComponents = this.boneComponents; |
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for (int i = 0, n = boneComponents.Count; i < n; i++) { |
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var b = boneComponents[i]; |
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if (b.bone == null) { |
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b.DoUpdate(SkeletonUtilityBone.UpdatePhase.Local); |
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if (b.bone == null) continue; |
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} |
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hasOverrideBones |= (b.mode == SkeletonUtilityBone.Mode.Override); |
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hasConstraints |= constraintTargets.Contains(b.bone); |
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} |
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hasConstraints |= constraintComponents.Count > 0; |
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if (skeletonAnimation != null) { |
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skeletonAnimation.UpdateWorld -= UpdateWorld; |
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skeletonAnimation.UpdateComplete -= UpdateComplete; |
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if (hasOverrideBones || hasConstraints) |
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skeletonAnimation.UpdateWorld += UpdateWorld; |
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if (hasConstraints) |
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skeletonAnimation.UpdateComplete += UpdateComplete; |
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} |
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needToReprocessBones = false; |
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} else { |
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boneComponents.Clear(); |
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constraintComponents.Clear(); |
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} |
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} |
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void UpdateLocal (ISkeletonAnimation anim) { |
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if (needToReprocessBones) |
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CollectBones(); |
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var boneComponents = this.boneComponents; |
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if (boneComponents == null) return; |
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for (int i = 0, n = boneComponents.Count; i < n; i++) |
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boneComponents[i].transformLerpComplete = false; |
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UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Local); |
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} |
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void UpdateWorld (ISkeletonAnimation anim) { |
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UpdateAllBones(SkeletonUtilityBone.UpdatePhase.World); |
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for (int i = 0, n = constraintComponents.Count; i < n; i++) |
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constraintComponents[i].DoUpdate(); |
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} |
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void UpdateComplete (ISkeletonAnimation anim) { |
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UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Complete); |
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} |
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void UpdateAllBones (SkeletonUtilityBone.UpdatePhase phase) { |
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if (boneRoot == null) |
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CollectBones(); |
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var boneComponents = this.boneComponents; |
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if (boneComponents == null) return; |
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for (int i = 0, n = boneComponents.Count; i < n; i++) |
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boneComponents[i].DoUpdate(phase); |
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} |
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public Transform GetBoneRoot () { |
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if (boneRoot != null) |
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return boneRoot; |
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var boneRootObject = new GameObject("SkeletonUtility-SkeletonRoot"); |
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#if UNITY_EDITOR |
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if (!Application.isPlaying) |
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UnityEditor.Undo.RegisterCreatedObjectUndo(boneRootObject, "Spawn Bone"); |
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#endif |
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if (skeletonGraphic != null) |
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boneRootObject.AddComponent<RectTransform>(); |
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boneRoot = boneRootObject.transform; |
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boneRoot.SetParent(transform); |
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boneRoot.localPosition = Vector3.zero; |
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boneRoot.localRotation = Quaternion.identity; |
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boneRoot.localScale = Vector3.one; |
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return boneRoot; |
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} |
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public GameObject SpawnRoot (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { |
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GetBoneRoot(); |
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Skeleton skeleton = this.skeletonComponent.Skeleton; |
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GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca); |
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CollectBones(); |
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return go; |
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} |
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public GameObject SpawnHierarchy (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { |
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GetBoneRoot(); |
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Skeleton skeleton = this.skeletonComponent.Skeleton; |
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GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca); |
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CollectBones(); |
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return go; |
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} |
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public GameObject SpawnBoneRecursively (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { |
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GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca); |
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ExposedList<Bone> childrenBones = bone.Children; |
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for (int i = 0, n = childrenBones.Count; i < n; i++) { |
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Bone child = childrenBones.Items[i]; |
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SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca); |
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} |
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return go; |
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} |
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public GameObject SpawnBone (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { |
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GameObject go = new GameObject(bone.Data.Name); |
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#if UNITY_EDITOR |
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if (!Application.isPlaying) |
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UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Spawn Bone"); |
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#endif |
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if (skeletonGraphic != null) |
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go.AddComponent<RectTransform>(); |
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var goTransform = go.transform; |
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goTransform.SetParent(parent); |
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SkeletonUtilityBone b = go.AddComponent<SkeletonUtilityBone>(); |
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b.hierarchy = this; |
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b.position = pos; |
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b.rotation = rot; |
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b.scale = sca; |
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b.mode = mode; |
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b.zPosition = true; |
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b.Reset(); |
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b.bone = bone; |
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b.boneName = bone.Data.Name; |
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b.valid = true; |
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if (mode == SkeletonUtilityBone.Mode.Override) { |
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if (rot) goTransform.localRotation = Quaternion.Euler(0, 0, b.bone.AppliedRotation); |
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if (pos) goTransform.localPosition = new Vector3(b.bone.X * positionScale, b.bone.Y * positionScale, 0); |
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goTransform.localScale = new Vector3(b.bone.scaleX, b.bone.scaleY, 0); |
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} |
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return go; |
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} |
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} |
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}
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