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[unity] BoneFollower now has an additional option to not follow xy position (to follow rotation only). Closes #1451.
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@ -39,7 +39,7 @@ namespace Spine.Unity.Editor {
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[CustomEditor(typeof(BoneFollowerGraphic)), CanEditMultipleObjects]
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public class BoneFollowerGraphicInspector : Editor {
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SerializedProperty boneName, skeletonGraphic, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
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SerializedProperty boneName, skeletonGraphic, followXYPosition, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
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BoneFollowerGraphic targetBoneFollower;
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bool needsReset;
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@ -73,6 +73,7 @@ namespace Spine.Unity.Editor {
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skeletonGraphic = serializedObject.FindProperty("skeletonGraphic");
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boneName = serializedObject.FindProperty("boneName");
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followBoneRotation = serializedObject.FindProperty("followBoneRotation");
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followXYPosition = serializedObject.FindProperty("followXYPosition");
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followZPosition = serializedObject.FindProperty("followZPosition");
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followLocalScale = serializedObject.FindProperty("followLocalScale");
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followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
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@ -166,6 +167,7 @@ namespace Spine.Unity.Editor {
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needsReset |= EditorGUI.EndChangeCheck();
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EditorGUILayout.PropertyField(followBoneRotation);
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EditorGUILayout.PropertyField(followXYPosition);
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EditorGUILayout.PropertyField(followZPosition);
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EditorGUILayout.PropertyField(followLocalScale);
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EditorGUILayout.PropertyField(followSkeletonFlip);
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@ -37,7 +37,7 @@ namespace Spine.Unity.Editor {
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[CustomEditor(typeof(BoneFollower)), CanEditMultipleObjects]
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public class BoneFollowerInspector : Editor {
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SerializedProperty boneName, skeletonRenderer, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
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SerializedProperty boneName, skeletonRenderer, followXYPosition, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
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BoneFollower targetBoneFollower;
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bool needsReset;
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@ -82,6 +82,7 @@ namespace Spine.Unity.Editor {
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skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
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boneName = serializedObject.FindProperty("boneName");
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followBoneRotation = serializedObject.FindProperty("followBoneRotation");
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followXYPosition = serializedObject.FindProperty("followXYPosition");
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followZPosition = serializedObject.FindProperty("followZPosition");
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followLocalScale = serializedObject.FindProperty("followLocalScale");
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followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
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@ -172,6 +173,7 @@ namespace Spine.Unity.Editor {
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needsReset |= EditorGUI.EndChangeCheck();
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EditorGUILayout.PropertyField(followBoneRotation);
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EditorGUILayout.PropertyField(followXYPosition);
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EditorGUILayout.PropertyField(followZPosition);
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EditorGUILayout.PropertyField(followLocalScale);
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EditorGUILayout.PropertyField(followSkeletonFlip);
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@ -59,6 +59,7 @@ namespace Spine.Unity {
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[SpineBone(dataField: "skeletonRenderer")]
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[SerializeField] public string boneName;
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public bool followXYPosition = true;
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public bool followZPosition = true;
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public bool followBoneRotation = true;
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@ -142,7 +143,9 @@ namespace Spine.Unity {
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Transform thisTransform = this.transform;
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if (skeletonTransformIsParent) {
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// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
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thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
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thisTransform.localPosition = new Vector3(followXYPosition ? bone.worldX : thisTransform.localPosition.x,
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followXYPosition ? bone.worldY : thisTransform.localPosition.y,
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followZPosition ? 0f : thisTransform.localPosition.z);
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if (followBoneRotation) {
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float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
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if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation.
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@ -157,6 +160,10 @@ namespace Spine.Unity {
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// For special cases: Use transform world properties if transform relationship is complicated
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f));
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if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
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if (!followXYPosition) {
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targetWorldPosition.x = thisTransform.position.x;
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targetWorldPosition.y = thisTransform.position.y;
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}
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float boneWorldRotation = bone.WorldRotationX;
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@ -63,6 +63,7 @@ namespace Spine.Unity {
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public bool followSkeletonFlip = true;
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[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
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public bool followLocalScale = false;
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public bool followXYPosition = true;
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public bool followZPosition = true;
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[System.NonSerialized] public Bone bone;
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@ -134,12 +135,18 @@ namespace Spine.Unity {
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if (skeletonTransformIsParent) {
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// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
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thisTransform.localPosition = new Vector3(bone.worldX * scale, bone.worldY * scale, followZPosition ? 0f : thisTransform.localPosition.z);
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thisTransform.localPosition = new Vector3(followXYPosition ? bone.worldX * scale : thisTransform.localPosition.x,
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followXYPosition ? bone.worldY * scale : thisTransform.localPosition.y,
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followZPosition ? 0f : thisTransform.localPosition.z);
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if (followBoneRotation) thisTransform.localRotation = bone.GetQuaternion();
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} else {
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// For special cases: Use transform world properties if transform relationship is complicated
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX * scale, bone.worldY * scale, 0f));
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if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
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if (!followXYPosition) {
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targetWorldPosition.x = thisTransform.position.x;
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targetWorldPosition.y = thisTransform.position.y;
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}
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float boneWorldRotation = bone.WorldRotationX;
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