mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-05 06:44:56 +08:00
Merge branch '3.6' into 3.7-beta
This commit is contained in:
commit
6137da3eb2
@ -851,22 +851,35 @@ void _spDeformTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton,
|
||||
slot->attachmentVerticesCapacity = vertexCount;
|
||||
}
|
||||
}
|
||||
if (slot->attachmentVerticesCount != vertexCount && pose != SP_MIX_POSE_SETUP) alpha = 1; /* Don't mix from uninitialized slot vertices. */
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||||
slot->attachmentVerticesCount = vertexCount;
|
||||
|
||||
frameVertices = self->frameVertices;
|
||||
vertices = slot->attachmentVertices;
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||||
|
||||
if (time < frames[0]) { /* Time is before first frame. */
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||||
spVertexAttachment* vertexAttachment = SUB_CAST(spVertexAttachment, slot->attachment);
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||||
switch (pose) {
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case SP_MIX_POSE_SETUP:
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slot->attachmentVerticesCount = 0;
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||||
if (!vertexAttachment->bones) {
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memcpy(vertices, vertexAttachment->vertices, vertexCount * sizeof(float));
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||||
} else {
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||||
for (i = 0; i < vertexCount; i++) vertices[i] = 0;
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||||
}
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||||
return;
|
||||
case SP_MIX_POSE_CURRENT:
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||||
case SP_MIX_POSE_CURRENT_LAYERED: /* to appease compiler */
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alpha = 1 - alpha;
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||||
for (i = 0; i < vertexCount; i++)
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vertices[i] *= alpha;
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||||
if (alpha == 1) break;
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||||
if (!vertexAttachment->bones) {
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float* setupVertices = vertexAttachment->vertices;
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for (i = 0; i < vertexCount; i++) {
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||||
vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
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}
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||||
} else {
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alpha = 1 - alpha;
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for (i = 0; i < vertexCount; i++) {
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vertices[i] *= alpha;
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}
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}
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||||
}
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return;
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||||
}
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||||
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||||
@ -99,8 +99,9 @@ namespace Spine.Unity.Editor {
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skeletonDataAsset = property.serializedObject.targetObject as SkeletonDataAsset;
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if (skeletonDataAsset == null) return;
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||||
}
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||||
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||||
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position = EditorGUI.PrefixLabel(position, label);
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var image = Icon;
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var propertyStringValue = (property.hasMultipleDifferentValues) ? SpineInspectorUtility.EmDash : property.stringValue;
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if (GUI.Button(position, string.IsNullOrEmpty(propertyStringValue) ? NoneLabel(image) : SpineInspectorUtility.TempContent(propertyStringValue, image), EditorStyles.popup))
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@ -79,7 +79,7 @@ namespace Spine.Unity {
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/// <summary>
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/// Initialize and instantiate the BoundingBoxFollower colliders. This is method checks if the BoundingBoxFollower has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.</summary>
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public void Initialize () {
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public void Initialize (bool overwrite = false) {
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if (skeletonRenderer == null)
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return;
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@ -89,7 +89,9 @@ namespace Spine.Unity {
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return;
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// Don't reinitialize if the setup did not change.
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if (colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
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if (!overwrite
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&&
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colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
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&&
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skeletonRenderer.skeleton == slot.Skeleton // Skeleton object did not change.
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&&
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@ -110,27 +112,10 @@ namespace Spine.Unity {
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}
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if (this.gameObject.activeInHierarchy) {
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foreach (var skin in skeleton.Data.Skins) {
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var attachmentNames = new List<string>();
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skin.FindNamesForSlot(slotIndex, attachmentNames);
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foreach (var skin in skeleton.Data.Skins)
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AddSkin(skin, skeleton, slotIndex);
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foreach (var skinKey in attachmentNames) {
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var attachment = skin.GetAttachment(slotIndex, skinKey);
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var boundingBoxAttachment = attachment as BoundingBoxAttachment;
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if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
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Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
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if (boundingBoxAttachment != null) {
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var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
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bbCollider.enabled = false;
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bbCollider.hideFlags = HideFlags.NotEditable;
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bbCollider.isTrigger = IsTrigger;
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colliderTable.Add(boundingBoxAttachment, bbCollider);
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nameTable.Add(boundingBoxAttachment, skinKey);
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}
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}
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}
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AddSkin(skeleton.skin, skeleton, slotIndex);
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}
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if (BoundingBoxFollower.DebugMessages) {
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@ -144,6 +129,28 @@ namespace Spine.Unity {
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}
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}
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void AddSkin (Skin skin, Skeleton skeleton, int slotIndex) {
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var attachmentNames = new List<string>();
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skin.FindNamesForSlot(slotIndex, attachmentNames);
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foreach (var skinKey in attachmentNames) {
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var attachment = skin.GetAttachment(slotIndex, skinKey);
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var boundingBoxAttachment = attachment as BoundingBoxAttachment;
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if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
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Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
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if (boundingBoxAttachment != null) {
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var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
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bbCollider.enabled = false;
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bbCollider.hideFlags = HideFlags.NotEditable;
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bbCollider.isTrigger = IsTrigger;
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colliderTable.Add(boundingBoxAttachment, bbCollider);
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nameTable.Add(boundingBoxAttachment, skinKey);
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}
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||||
}
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||||
}
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void OnDisable () {
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if (clearStateOnDisable)
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ClearState();
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@ -206,13 +213,23 @@ namespace Spine.Unity {
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||||
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||||
if (bbAttachment == null) {
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currentCollider = null;
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currentAttachment = null;
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currentAttachmentName = null;
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} else {
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currentCollider = colliderTable[bbAttachment];
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currentCollider.enabled = true;
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PolygonCollider2D foundCollider;
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colliderTable.TryGetValue(bbAttachment, out foundCollider);
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if (foundCollider != null) {
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currentCollider = foundCollider;
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currentCollider.enabled = true;
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currentAttachment = bbAttachment;
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||||
currentAttachmentName = nameTable[bbAttachment];
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||||
} else {
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currentCollider = null;
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currentAttachment = bbAttachment;
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currentAttachmentName = null;
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if (BoundingBoxFollower.DebugMessages) Debug.LogFormat("Collider for BoundingBoxAttachment named '{0}' was not initialized. It is possibly from a new skin. currentAttachmentName will be null. You may need to call BoundingBoxFollower.Initialize(overwrite: true);", bbAttachment.Name);
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}
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||||
}
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currentAttachment = bbAttachment;
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currentAttachmentName = currentAttachment == null ? null : nameTable[bbAttachment];
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}
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}
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@ -1,410 +1,410 @@
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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||||
* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
|
||||
* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
|
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* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
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||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||
* or other intellectual property or proprietary rights notices on or in the
|
||||
* Software, including any copy thereof. Redistributions in binary or source
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||||
* form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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
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||||
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Spine.Unity.Modules {
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[RequireComponent(typeof(SkeletonRenderer))]
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public class SkeletonRagdoll2D : MonoBehaviour {
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static Transform parentSpaceHelper;
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#region Inspector
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[Header("Hierarchy")]
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[SpineBone]
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public string startingBoneName = "";
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[SpineBone]
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public List<string> stopBoneNames = new List<string>();
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[Header("Parameters")]
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public bool applyOnStart;
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[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
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public bool disableIK = true;
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public bool disableOtherConstraints = false;
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[Space]
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[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
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public bool pinStartBone;
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public float gravityScale = 1;
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[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
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public float thickness = 0.125f;
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[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
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public float rotationLimit = 20;
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public float rootMass = 20;
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[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
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[Range(0.01f, 1f)]
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public float massFalloffFactor = 0.4f;
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[Tooltip("The layer assigned to all of the rigidbody parts.")]
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[SkeletonRagdoll.LayerField]
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public int colliderLayer = 0;
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[Range(0, 1)]
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public float mix = 1;
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#endregion
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ISkeletonAnimation targetSkeletonComponent;
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Skeleton skeleton;
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Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
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Transform ragdollRoot;
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public Rigidbody2D RootRigidbody { get; private set; }
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public Bone StartingBone { get; private set; }
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Vector2 rootOffset;
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public Vector3 RootOffset { get { return this.rootOffset; } }
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bool isActive;
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public bool IsActive { get { return this.isActive; } }
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IEnumerator Start () {
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if (parentSpaceHelper == null) {
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parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
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}
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targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
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if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
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skeleton = targetSkeletonComponent.Skeleton;
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if (applyOnStart) {
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yield return null;
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Apply();
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||||
}
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||||
}
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#region API
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public Rigidbody2D[] RigidbodyArray {
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get {
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||||
if (!isActive)
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return new Rigidbody2D[0];
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||||
|
||||
var rigidBodies = new Rigidbody2D[boneTable.Count];
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int i = 0;
|
||||
foreach (Transform t in boneTable.Values) {
|
||||
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
|
||||
i++;
|
||||
}
|
||||
|
||||
return rigidBodies;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EstimatedSkeletonPosition {
|
||||
get { return this.RootRigidbody.position - rootOffset; }
|
||||
}
|
||||
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||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||
public void Apply () {
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isActive = true;
|
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mix = 1;
|
||||
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||||
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
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||||
RecursivelyCreateBoneProxies(startingBone);
|
||||
|
||||
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
|
||||
RootRigidbody.isKinematic = pinStartBone;
|
||||
RootRigidbody.mass = rootMass;
|
||||
var boneColliders = new List<Collider2D>();
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
Transform parentTransform;
|
||||
boneColliders.Add(t.GetComponent<Collider2D>());
|
||||
if (b == startingBone) {
|
||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||
ragdollRoot.SetParent(transform, false);
|
||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
|
||||
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
|
||||
} else {
|
||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
|
||||
}
|
||||
parentTransform = ragdollRoot;
|
||||
rootOffset = t.position - transform.position;
|
||||
} else {
|
||||
parentTransform = boneTable[b.Parent];
|
||||
}
|
||||
|
||||
// Add joint and attach to parent.
|
||||
var rbParent = parentTransform.GetComponent<Rigidbody2D>();
|
||||
if (rbParent != null) {
|
||||
var joint = t.gameObject.AddComponent<HingeJoint2D>();
|
||||
joint.connectedBody = rbParent;
|
||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||
joint.connectedAnchor = localPos;
|
||||
|
||||
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||
joint.limits = new JointAngleLimits2D {
|
||||
min = -rotationLimit,
|
||||
max = rotationLimit
|
||||
};
|
||||
joint.useLimits = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore collisions among bones.
|
||||
for (int x = 0; x < boneColliders.Count; x++) {
|
||||
for (int y = 0; y < boneColliders.Count; y++) {
|
||||
if (x == y) continue;
|
||||
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy existing override-mode SkeletonUtility bones.
|
||||
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
if (utilityBones.Length > 0) {
|
||||
var destroyedUtilityBoneNames = new List<string>();
|
||||
foreach (var ub in utilityBones) {
|
||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||
Destroy(ub.gameObject);
|
||||
}
|
||||
}
|
||||
if (destroyedUtilityBoneNames.Count > 0) {
|
||||
string msg = "Destroyed Utility Bones: ";
|
||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||
msg += destroyedUtilityBoneNames[i];
|
||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||
msg += ",";
|
||||
}
|
||||
}
|
||||
Debug.LogWarning(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable skeleton constraints.
|
||||
if (disableIK) {
|
||||
var ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
ikConstraints.Items[i].mix = 0;
|
||||
}
|
||||
|
||||
if (disableOtherConstraints) {
|
||||
var transformConstraints = skeleton.transformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
transformConstraints.Items[i].rotateMix = 0;
|
||||
transformConstraints.Items[i].scaleMix = 0;
|
||||
transformConstraints.Items[i].shearMix = 0;
|
||||
transformConstraints.Items[i].translateMix = 0;
|
||||
}
|
||||
|
||||
var pathConstraints = skeleton.pathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
pathConstraints.Items[i].rotateMix = 0;
|
||||
pathConstraints.Items[i].translateMix = 0;
|
||||
}
|
||||
}
|
||||
|
||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||
public Coroutine SmoothMix (float target, float duration) {
|
||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||
}
|
||||
|
||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||
float startTime = Time.time;
|
||||
float startMix = mix;
|
||||
while (mix > 0) {
|
||||
skeleton.SetBonesToSetupPose();
|
||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||
if (!isActive) {
|
||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = worldPosition - transform.position;
|
||||
transform.position = worldPosition;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
public void Remove () {
|
||||
isActive = false;
|
||||
foreach (var t in boneTable.Values)
|
||||
Destroy(t.gameObject);
|
||||
|
||||
Destroy(ragdollRoot.gameObject);
|
||||
boneTable.Clear();
|
||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
public Rigidbody2D GetRigidbody (string boneName) {
|
||||
var bone = skeleton.FindBone(boneName);
|
||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
|
||||
void RecursivelyCreateBoneProxies (Bone b) {
|
||||
string boneName = b.data.name;
|
||||
if (stopBoneNames.Contains(boneName))
|
||||
return;
|
||||
|
||||
var boneGameObject = new GameObject(boneName);
|
||||
boneGameObject.layer = this.colliderLayer;
|
||||
Transform t = boneGameObject.transform;
|
||||
boneTable.Add(b, t);
|
||||
|
||||
t.parent = transform;
|
||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
|
||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
|
||||
|
||||
// MITCH: You left "todo: proper ragdoll branching"
|
||||
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
|
||||
if (colliders.Count == 0) {
|
||||
float length = b.data.length;
|
||||
if (length == 0) {
|
||||
var circle = boneGameObject.AddComponent<CircleCollider2D>();
|
||||
circle.radius = thickness * 0.5f;
|
||||
} else {
|
||||
var box = boneGameObject.AddComponent<BoxCollider2D>();
|
||||
box.size = new Vector2(length, thickness);
|
||||
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
|
||||
}
|
||||
}
|
||||
|
||||
var rb = boneGameObject.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
|
||||
rb.gravityScale = this.gravityScale;
|
||||
|
||||
foreach (Bone child in b.Children)
|
||||
RecursivelyCreateBoneProxies(child);
|
||||
}
|
||||
|
||||
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
|
||||
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
|
||||
bool flipX = skeleton.flipX;
|
||||
bool flipY = skeleton.flipY;
|
||||
bool flipXOR = flipX ^ flipY;
|
||||
bool flipOR = flipX || flipY;
|
||||
var startingBone = this.StartingBone;
|
||||
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
bool isStartingBone = (b == startingBone);
|
||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
|
||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||
|
||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||
parentSpaceHelper.localScale = parentTransform.localScale;
|
||||
|
||||
Vector3 boneWorldPosition = t.position;
|
||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||
|
||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||
if (flipOR) {
|
||||
if (isStartingBone) {
|
||||
if (flipX) boneLocalPosition.x *= -1f;
|
||||
if (flipY) boneLocalPosition.y *= -1f;
|
||||
|
||||
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
|
||||
if (flipX) boneLocalRotation += 180;
|
||||
} else {
|
||||
if (flipXOR) {
|
||||
boneLocalRotation *= -1f;
|
||||
boneLocalPosition.y *= -1f; // wtf??
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
|
||||
b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
|
||||
b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
|
||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||
}
|
||||
}
|
||||
|
||||
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
|
||||
const string AttachmentNameMarker = "ragdoll";
|
||||
var colliders = new List<Collider2D>();
|
||||
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||
|
||||
var attachments = new List<Attachment>();
|
||||
foreach (Slot s in skeleton.Slots) {
|
||||
if (s.bone == b) {
|
||||
skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
|
||||
foreach (var a in attachments) {
|
||||
var bbAttachment = a as BoundingBoxAttachment;
|
||||
if (bbAttachment != null) {
|
||||
if (!a.Name.ToLower().Contains(AttachmentNameMarker))
|
||||
continue;
|
||||
|
||||
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
|
||||
colliders.Add(bbCollider);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return colliders;
|
||||
}
|
||||
|
||||
static float GetPropagatedRotation (Bone b) {
|
||||
Bone parent = b.Parent;
|
||||
float a = b.AppliedRotation;
|
||||
while (parent != null) {
|
||||
a += parent.AppliedRotation;
|
||||
parent = parent.parent;
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
static Vector3 FlipScale (bool flipX, bool flipY) {
|
||||
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmosSelected () {
|
||||
if (isActive) {
|
||||
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
|
||||
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
|
||||
Gizmos.DrawLine(transform.position, newTransformPos);
|
||||
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes Software License v2.5
|
||||
*
|
||||
* Copyright (c) 2013-2016, Esoteric Software
|
||||
* All rights reserved.
|
||||
*
|
||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||
* non-transferable license to use, install, execute, and perform the Spine
|
||||
* Runtimes software and derivative works solely for personal or internal
|
||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||
* or other intellectual property or proprietary rights notices on or in the
|
||||
* Software, including any copy thereof. Redistributions in binary or source
|
||||
* form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Spine.Unity.Modules {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRagdoll2D : MonoBehaviour {
|
||||
static Transform parentSpaceHelper;
|
||||
|
||||
#region Inspector
|
||||
[Header("Hierarchy")]
|
||||
[SpineBone]
|
||||
public string startingBoneName = "";
|
||||
[SpineBone]
|
||||
public List<string> stopBoneNames = new List<string>();
|
||||
|
||||
[Header("Parameters")]
|
||||
public bool applyOnStart;
|
||||
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
||||
public bool disableIK = true;
|
||||
public bool disableOtherConstraints = false;
|
||||
[Space]
|
||||
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||||
public bool pinStartBone;
|
||||
public float gravityScale = 1;
|
||||
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
|
||||
public float thickness = 0.125f;
|
||||
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
||||
public float rotationLimit = 20;
|
||||
public float rootMass = 20;
|
||||
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
||||
[Range(0.01f, 1f)]
|
||||
public float massFalloffFactor = 0.4f;
|
||||
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
||||
[SkeletonRagdoll.LayerField]
|
||||
public int colliderLayer = 0;
|
||||
[Range(0, 1)]
|
||||
public float mix = 1;
|
||||
#endregion
|
||||
|
||||
ISkeletonAnimation targetSkeletonComponent;
|
||||
Skeleton skeleton;
|
||||
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||||
Transform ragdollRoot;
|
||||
public Rigidbody2D RootRigidbody { get; private set; }
|
||||
public Bone StartingBone { get; private set; }
|
||||
Vector2 rootOffset;
|
||||
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||||
bool isActive;
|
||||
public bool IsActive { get { return this.isActive; } }
|
||||
|
||||
IEnumerator Start () {
|
||||
if (parentSpaceHelper == null) {
|
||||
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||||
}
|
||||
|
||||
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||||
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||||
skeleton = targetSkeletonComponent.Skeleton;
|
||||
|
||||
if (applyOnStart) {
|
||||
yield return null;
|
||||
Apply();
|
||||
}
|
||||
}
|
||||
|
||||
#region API
|
||||
public Rigidbody2D[] RigidbodyArray {
|
||||
get {
|
||||
if (!isActive)
|
||||
return new Rigidbody2D[0];
|
||||
|
||||
var rigidBodies = new Rigidbody2D[boneTable.Count];
|
||||
int i = 0;
|
||||
foreach (Transform t in boneTable.Values) {
|
||||
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
|
||||
i++;
|
||||
}
|
||||
|
||||
return rigidBodies;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EstimatedSkeletonPosition {
|
||||
get { return this.RootRigidbody.position - rootOffset; }
|
||||
}
|
||||
|
||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||
public void Apply () {
|
||||
isActive = true;
|
||||
mix = 1;
|
||||
|
||||
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
|
||||
RecursivelyCreateBoneProxies(startingBone);
|
||||
|
||||
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
|
||||
RootRigidbody.isKinematic = pinStartBone;
|
||||
RootRigidbody.mass = rootMass;
|
||||
var boneColliders = new List<Collider2D>();
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
Transform parentTransform;
|
||||
boneColliders.Add(t.GetComponent<Collider2D>());
|
||||
if (b == startingBone) {
|
||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||
ragdollRoot.SetParent(transform, false);
|
||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
|
||||
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
|
||||
} else {
|
||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
|
||||
}
|
||||
parentTransform = ragdollRoot;
|
||||
rootOffset = t.position - transform.position;
|
||||
} else {
|
||||
parentTransform = boneTable[b.Parent];
|
||||
}
|
||||
|
||||
// Add joint and attach to parent.
|
||||
var rbParent = parentTransform.GetComponent<Rigidbody2D>();
|
||||
if (rbParent != null) {
|
||||
var joint = t.gameObject.AddComponent<HingeJoint2D>();
|
||||
joint.connectedBody = rbParent;
|
||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||
joint.connectedAnchor = localPos;
|
||||
|
||||
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||
joint.limits = new JointAngleLimits2D {
|
||||
min = -rotationLimit,
|
||||
max = rotationLimit
|
||||
};
|
||||
joint.useLimits = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore collisions among bones.
|
||||
for (int x = 0; x < boneColliders.Count; x++) {
|
||||
for (int y = 0; y < boneColliders.Count; y++) {
|
||||
if (x == y) continue;
|
||||
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy existing override-mode SkeletonUtility bones.
|
||||
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
if (utilityBones.Length > 0) {
|
||||
var destroyedUtilityBoneNames = new List<string>();
|
||||
foreach (var ub in utilityBones) {
|
||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||
Destroy(ub.gameObject);
|
||||
}
|
||||
}
|
||||
if (destroyedUtilityBoneNames.Count > 0) {
|
||||
string msg = "Destroyed Utility Bones: ";
|
||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||
msg += destroyedUtilityBoneNames[i];
|
||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||
msg += ",";
|
||||
}
|
||||
}
|
||||
Debug.LogWarning(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable skeleton constraints.
|
||||
if (disableIK) {
|
||||
var ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
ikConstraints.Items[i].mix = 0;
|
||||
}
|
||||
|
||||
if (disableOtherConstraints) {
|
||||
var transformConstraints = skeleton.transformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
transformConstraints.Items[i].rotateMix = 0;
|
||||
transformConstraints.Items[i].scaleMix = 0;
|
||||
transformConstraints.Items[i].shearMix = 0;
|
||||
transformConstraints.Items[i].translateMix = 0;
|
||||
}
|
||||
|
||||
var pathConstraints = skeleton.pathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
pathConstraints.Items[i].rotateMix = 0;
|
||||
pathConstraints.Items[i].translateMix = 0;
|
||||
}
|
||||
}
|
||||
|
||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||
public Coroutine SmoothMix (float target, float duration) {
|
||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||
}
|
||||
|
||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||
float startTime = Time.time;
|
||||
float startMix = mix;
|
||||
while (mix > 0) {
|
||||
skeleton.SetBonesToSetupPose();
|
||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||
if (!isActive) {
|
||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = worldPosition - transform.position;
|
||||
transform.position = worldPosition;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
public void Remove () {
|
||||
isActive = false;
|
||||
foreach (var t in boneTable.Values)
|
||||
Destroy(t.gameObject);
|
||||
|
||||
Destroy(ragdollRoot.gameObject);
|
||||
boneTable.Clear();
|
||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
public Rigidbody2D GetRigidbody (string boneName) {
|
||||
var bone = skeleton.FindBone(boneName);
|
||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
|
||||
void RecursivelyCreateBoneProxies (Bone b) {
|
||||
string boneName = b.data.name;
|
||||
if (stopBoneNames.Contains(boneName))
|
||||
return;
|
||||
|
||||
var boneGameObject = new GameObject(boneName);
|
||||
boneGameObject.layer = this.colliderLayer;
|
||||
Transform t = boneGameObject.transform;
|
||||
boneTable.Add(b, t);
|
||||
|
||||
t.parent = transform;
|
||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
|
||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
|
||||
|
||||
// MITCH: You left "todo: proper ragdoll branching"
|
||||
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
|
||||
if (colliders.Count == 0) {
|
||||
float length = b.data.length;
|
||||
if (length == 0) {
|
||||
var circle = boneGameObject.AddComponent<CircleCollider2D>();
|
||||
circle.radius = thickness * 0.5f;
|
||||
} else {
|
||||
var box = boneGameObject.AddComponent<BoxCollider2D>();
|
||||
box.size = new Vector2(length, thickness);
|
||||
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
|
||||
}
|
||||
}
|
||||
|
||||
var rb = boneGameObject.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
|
||||
rb.gravityScale = this.gravityScale;
|
||||
|
||||
foreach (Bone child in b.Children)
|
||||
RecursivelyCreateBoneProxies(child);
|
||||
}
|
||||
|
||||
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
|
||||
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
|
||||
bool flipX = skeleton.flipX;
|
||||
bool flipY = skeleton.flipY;
|
||||
bool flipXOR = flipX ^ flipY;
|
||||
bool flipOR = flipX || flipY;
|
||||
var startingBone = this.StartingBone;
|
||||
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
bool isStartingBone = (b == startingBone);
|
||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
|
||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||
|
||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||
parentSpaceHelper.localScale = parentTransform.localScale;
|
||||
|
||||
Vector3 boneWorldPosition = t.position;
|
||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||
|
||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||
if (flipOR) {
|
||||
if (isStartingBone) {
|
||||
if (flipX) boneLocalPosition.x *= -1f;
|
||||
if (flipY) boneLocalPosition.y *= -1f;
|
||||
|
||||
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
|
||||
if (flipX) boneLocalRotation += 180;
|
||||
} else {
|
||||
if (flipXOR) {
|
||||
boneLocalRotation *= -1f;
|
||||
boneLocalPosition.y *= -1f; // wtf??
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
|
||||
b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
|
||||
b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
|
||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||
}
|
||||
}
|
||||
|
||||
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
|
||||
const string AttachmentNameMarker = "ragdoll";
|
||||
var colliders = new List<Collider2D>();
|
||||
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||
|
||||
var attachments = new List<Attachment>();
|
||||
foreach (Slot s in skeleton.Slots) {
|
||||
if (s.bone == b) {
|
||||
skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
|
||||
foreach (var a in attachments) {
|
||||
var bbAttachment = a as BoundingBoxAttachment;
|
||||
if (bbAttachment != null) {
|
||||
if (!a.Name.ToLower().Contains(AttachmentNameMarker))
|
||||
continue;
|
||||
|
||||
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
|
||||
colliders.Add(bbCollider);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return colliders;
|
||||
}
|
||||
|
||||
static float GetPropagatedRotation (Bone b) {
|
||||
Bone parent = b.Parent;
|
||||
float a = b.AppliedRotation;
|
||||
while (parent != null) {
|
||||
a += parent.AppliedRotation;
|
||||
parent = parent.parent;
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
static Vector3 FlipScale (bool flipX, bool flipY) {
|
||||
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmosSelected () {
|
||||
if (isActive) {
|
||||
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
|
||||
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
|
||||
Gizmos.DrawLine(transform.position, newTransformPos);
|
||||
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -26,7 +26,7 @@ struct VertexInput
|
||||
#if defined(_NORMALMAP)
|
||||
float4 tangent : TANGENT;
|
||||
#endif // _NORMALMAP
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
////////////////////////////////////////
|
||||
|
||||
@ -12,7 +12,7 @@ struct VertexInput
|
||||
float4 vertex : POSITION;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
fixed4 color : COLOR;
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
|
||||
@ -286,7 +286,7 @@ struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata v ) {
|
||||
v2f o;
|
||||
@ -327,7 +327,7 @@ struct appdata {
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata v ) {
|
||||
v2f o;
|
||||
@ -370,7 +370,7 @@ struct appdata {
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata v ) {
|
||||
v2f o;
|
||||
|
||||
@ -283,7 +283,7 @@ struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata v ) {
|
||||
v2f o;
|
||||
@ -324,7 +324,7 @@ struct appdata {
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata v ) {
|
||||
v2f o;
|
||||
@ -367,7 +367,7 @@ struct appdata {
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata v ) {
|
||||
v2f o;
|
||||
|
||||
@ -286,7 +286,7 @@ struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata v ) {
|
||||
v2f o;
|
||||
@ -327,7 +327,7 @@ struct appdata {
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata v ) {
|
||||
v2f o;
|
||||
@ -370,7 +370,7 @@ struct appdata {
|
||||
float3 normal : NORMAL;
|
||||
fixed4 color : COLOR;
|
||||
float4 texcoord : TEXCOORD0;
|
||||
UNITY_INSTANCE_ID
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
v2f vert( appdata v ) {
|
||||
v2f o;
|
||||
|
||||
@ -1,5 +1,3 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
#ifndef SHADER_SHARED_INCLUDED
|
||||
#define SHADER_SHARED_INCLUDED
|
||||
|
||||
|
||||
@ -1,5 +1,3 @@
|
||||
// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
|
||||
|
||||
Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
|
||||
|
||||
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)
|
||||
|
||||
@ -323,8 +323,8 @@ VertexOutput vert(VertexInput input)
|
||||
output.pos = calculateLocalPos(input.vertex);
|
||||
output.color = calculateVertexColor(input.color);
|
||||
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
|
||||
|
||||
float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex);
|
||||
|
||||
float3 viewPos = UnityObjectToViewPos(input.vertex);
|
||||
|
||||
#if defined(PER_PIXEL_LIGHTING)
|
||||
|
||||
|
||||
@ -15,6 +15,8 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
@ -50,9 +52,11 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
fixed4 _Color;
|
||||
fixed4 _Black;
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
@ -60,6 +64,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
|
||||
float2 uv2 : TEXCOORD2;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
@ -68,17 +73,24 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
||||
half2 texcoord : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
|
||||
float2 uv2 : TEXCOORD2;
|
||||
float4 worldPosition : TEXCOORD3;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
fixed4 _Color;
|
||||
fixed4 _Black;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
|
||||
VertexOutput vert (VertexInput IN) {
|
||||
VertexOutput OUT;
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
|
||||
#endif
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
|
||||
OUT.worldPosition = IN.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
|
||||
OUT.uv1 = IN.uv1;
|
||||
@ -90,8 +102,14 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
||||
|
||||
fixed4 frag (VertexOutput IN) : SV_Target
|
||||
{
|
||||
float4 texColor = tex2D(_MainTex, IN.texcoord);
|
||||
//clip(color.a - 0.01);
|
||||
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
|
||||
|
||||
texColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (texColor.a - 0.001);
|
||||
#endif
|
||||
|
||||
return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
|
||||
}
|
||||
ENDCG
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
|
||||
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
|
||||
|
||||
Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
||||
{
|
||||
@ -14,6 +14,8 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
@ -49,25 +51,40 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
||||
CGPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
fixed4 _Color;
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
|
||||
VertexOutput vert (VertexInput IN) {
|
||||
VertexOutput OUT;
|
||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
|
||||
OUT.worldPosition = IN.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
@ -82,8 +99,14 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
||||
|
||||
fixed4 frag (VertexOutput IN) : SV_Target
|
||||
{
|
||||
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
|
||||
//clip(color.a - 0.01);
|
||||
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||
|
||||
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
|
||||
@ -1,5 +1,3 @@
|
||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
||||
|
||||
Shader "Hidden/Spine/Bones" {
|
||||
Properties {
|
||||
_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
|
||||
|
||||
@ -126,7 +126,7 @@ namespace Spine.Unity {
|
||||
}
|
||||
#endregion
|
||||
|
||||
protected override void ClearState () {
|
||||
public override void ClearState () {
|
||||
base.ClearState();
|
||||
if (state != null) state.ClearTracks();
|
||||
}
|
||||
|
||||
@ -149,7 +149,7 @@ namespace Spine.Unity {
|
||||
rendererBuffers.Dispose();
|
||||
}
|
||||
|
||||
protected virtual void ClearState () {
|
||||
public virtual void ClearState () {
|
||||
meshFilter.sharedMesh = null;
|
||||
currentInstructions.Clear();
|
||||
if (skeleton != null) skeleton.SetToSetupPose();
|
||||
|
||||
@ -38,7 +38,7 @@ namespace Spine.Unity {
|
||||
[RequireComponent(typeof(ISkeletonAnimation))]
|
||||
[ExecuteInEditMode]
|
||||
public class SkeletonUtility : MonoBehaviour {
|
||||
|
||||
|
||||
#region BoundingBoxAttachment
|
||||
public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
|
||||
Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName);
|
||||
@ -225,7 +225,7 @@ namespace Spine.Unity {
|
||||
var ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
constraintTargets.Add(ikConstraints.Items[i].target);
|
||||
|
||||
|
||||
var transformConstraints = skeleton.TransformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++)
|
||||
constraintTargets.Add(transformConstraints.Items[i].target);
|
||||
@ -246,7 +246,7 @@ namespace Spine.Unity {
|
||||
|
||||
if (hasTransformBones || hasUtilityConstraints)
|
||||
skeletonAnimation.UpdateWorld += UpdateWorld;
|
||||
|
||||
|
||||
if (hasUtilityConstraints)
|
||||
skeletonAnimation.UpdateComplete += UpdateComplete;
|
||||
}
|
||||
@ -283,7 +283,7 @@ namespace Spine.Unity {
|
||||
void UpdateAllBones () {
|
||||
if (boneRoot == null)
|
||||
CollectBones();
|
||||
|
||||
|
||||
var utilityBones = this.utilityBones;
|
||||
if (utilityBones == null) return;
|
||||
for (int i = 0, n = utilityBones.Count; i < n; i++)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user