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[unity] Add PointFollower.
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spine-unity/Assets/spine-unity/PointFollower.cs
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spine-unity/Assets/spine-unity/PointFollower.cs
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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
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* 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
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* 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,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* 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)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity {
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/Point Follower")]
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public class PointFollower : MonoBehaviour {
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public SkeletonRenderer skeletonRenderer;
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[SpineSlot(dataField:"skeletonRenderer", includeNone: true)]
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public string slotName;
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[SpineAttachment(slotField:"slotName", dataField: "skeletonRenderer", fallbackToTextField:true, includeNone: true)]
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public string pointAttachmentName;
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public bool followRotation = true;
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public bool followSkeletonFlip = true;
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public bool followSkeletonZPosition = false;
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Transform skeletonTransform;
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bool skeletonTransformIsParent;
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PointAttachment point;
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Bone bone;
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bool valid;
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#if UNITY_EDITOR
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void OnValidate () {
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if (skeletonRenderer == null) {
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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if (skeletonRenderer == null)
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skeletonRenderer = GetComponentInParent<SkeletonRenderer>();
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}
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}
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#endif
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public void Initialize () {
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valid = skeletonRenderer != null && skeletonRenderer.valid;
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if (!valid)
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return;
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UpdateReferences();
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#if UNITY_EDITOR
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if (Application.isEditor) LateUpdate();
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#endif
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}
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private void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
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Initialize();
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}
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void UpdateReferences () {
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skeletonTransform = skeletonRenderer.transform;
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skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
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skeletonRenderer.OnRebuild += HandleRebuildRenderer;
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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bone = null;
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point = null;
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if (!string.IsNullOrEmpty(pointAttachmentName)) {
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var skeleton = skeletonRenderer.skeleton;
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int slotIndex = skeleton.FindSlotIndex(slotName);
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if (slotIndex >= 0) {
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var slot = skeleton.slots.Items[slotIndex];
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bone = slot.bone;
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point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
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}
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}
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}
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public void LateUpdate () {
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#if UNITY_EDITOR
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if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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#endif
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if (point == null) {
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if (string.IsNullOrEmpty(pointAttachmentName)) return;
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UpdateReferences();
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if (point == null) return;
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}
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Vector2 worldPos;
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point.ComputeWorldPosition(bone, out worldPos.x, out worldPos.y);
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float rotation = point.ComputeWorldRotation(bone);
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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(worldPos.x, worldPos.y, followSkeletonZPosition ? 0f : thisTransform.localPosition.z);
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if (followRotation) {
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float halfRotation = rotation * 0.5f * Mathf.Deg2Rad;
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var q = default(Quaternion);
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q.z = Mathf.Sin(halfRotation);
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q.w = Mathf.Cos(halfRotation);
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thisTransform.localRotation = q;
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}
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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(worldPos.x, worldPos.y, 0f));
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if (!followSkeletonZPosition)
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targetWorldPosition.z = thisTransform.position.z;
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Transform transformParent = thisTransform.parent;
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if (transformParent != null) {
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Matrix4x4 m = transformParent.localToWorldMatrix;
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if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
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rotation = -rotation;
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}
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if (followRotation) {
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Vector3 transformWorldRotation = skeletonTransform.rotation.eulerAngles;
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thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(transformWorldRotation.x, transformWorldRotation.y, transformWorldRotation.z + rotation));
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} else {
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thisTransform.position = targetWorldPosition;
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}
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}
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if (followSkeletonFlip) {
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Vector3 localScale = thisTransform.localScale;
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localScale.y = Mathf.Abs(localScale.y) * (bone.skeleton.flipX ^ bone.skeleton.flipY ? -1f : 1f);
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thisTransform.localScale = localScale;
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}
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}
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}
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}
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12
spine-unity/Assets/spine-unity/PointFollower.cs.meta
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12
spine-unity/Assets/spine-unity/PointFollower.cs.meta
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fileFormatVersion: 2
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guid: daf461e4341180341a648c07e1899528
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timeCreated: 1518094986
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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