[unity] Minor BoneFollower optimization.

This commit is contained in:
pharan 2017-04-30 21:28:13 +08:00
parent 7c852570a5
commit b0f178b68d

View File

@ -67,6 +67,7 @@ namespace Spine.Unity {
[NonSerialized] public bool valid;
[NonSerialized] public Bone bone;
Transform skeletonTransform;
bool skeletonTransformIsParent;
public void Awake () {
if (initializeOnAwake) Initialize();
@ -84,6 +85,7 @@ namespace Spine.Unity {
skeletonTransform = skeletonRenderer.transform;
skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
skeletonRenderer.OnRebuild += HandleRebuildRenderer;
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
if (!string.IsNullOrEmpty(boneName))
bone = skeletonRenderer.skeleton.FindBone(boneName);
@ -105,6 +107,11 @@ namespace Spine.Unity {
return;
}
#if UNITY_EDITOR
if (!Application.isPlaying)
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
#endif
if (bone == null) {
if (string.IsNullOrEmpty(boneName)) return;
bone = skeletonRenderer.skeleton.FindBone(boneName);
@ -115,23 +122,32 @@ namespace Spine.Unity {
}
Transform thisTransform = this.transform;
if (thisTransform.parent == skeletonTransform) {
if (skeletonTransformIsParent) {
// 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, bone.WorldRotationX);
if (followBoneRotation) {
var halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
thisTransform.localRotation = new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation)); //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;
thisTransform.position = targetWorldPosition;
if (followBoneRotation) {
Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
#if UNITY_5_6_OR_NEWER
thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + bone.WorldRotationX));
#else
thisTransform.position = targetWorldPosition;
thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + bone.WorldRotationX);
#endif
} else {
thisTransform.position = targetWorldPosition;
}
}
Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : Vector3.one;
Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
if (followSkeletonFlip) localScale.y *= bone.skeleton.flipX ^ bone.skeleton.flipY ? -1f : 1f;
thisTransform.localScale = localScale;
}