[Unity] Update BoneFollower

This commit is contained in:
John 2016-06-17 18:17:57 +08:00 committed by GitHub
parent 16011c2eb1
commit 21b8a03ccd

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@ -62,8 +62,7 @@ namespace Spine.Unity {
Transform skeletonTransform;
public void Awake () {
if (initializeOnAwake)
Initialize();
if (initializeOnAwake) Initialize();
}
public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
@ -73,7 +72,6 @@ namespace Spine.Unity {
public void Initialize () {
bone = null;
valid = skeletonRenderer != null && skeletonRenderer.valid;
if (!valid) return;
skeletonTransform = skeletonRenderer.transform;
@ -98,8 +96,7 @@ namespace Spine.Unity {
}
if (bone == null) {
if (string.IsNullOrEmpty(boneName))
return;
if (string.IsNullOrEmpty(boneName)) return;
bone = skeletonRenderer.skeleton.FindBone(boneName);
if (bone == null) {
@ -108,32 +105,21 @@ namespace Spine.Unity {
}
}
// Flip rotation
float boneRotation = bone.WorldRotationX;
{
Skeleton skeleton = skeletonRenderer.skeleton;
bool flipX = skeleton.flipX;
if (flipX ^ skeleton.flipY) boneRotation *= -1f;
if (flipX) boneRotation += 180f;
}
Transform thisTransform = this.transform;
// Recommended setup: Use local transform properties if Spine GameObject is parent
if (thisTransform.parent == skeletonTransform) {
// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
if (followBoneRotation)
thisTransform.localRotation = Quaternion.Euler(0f, 0f, boneRotation);
// For special cases: Use transform world properties if transform relationship is complicated
if (followBoneRotation) thisTransform.localRotation = Quaternion.Euler(0f, 0f, bone.WorldRotationX);
} else {
// For special cases: Use transform world properties if transform relationship is complicated
Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f));
if (!followZPosition)
targetWorldPosition.z = thisTransform.position.z;
if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
thisTransform.position = targetWorldPosition;
if (followBoneRotation) {
Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + boneRotation);
thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + bone.WorldRotationX);
}
}
}