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[unity] Previous commit 75b9321 was missing two added files. Added BoundingBoxFollowerGraphic component. [..] See #1770.
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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using UnityEngine;
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using System.Collections.Generic;
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namespace Spine.Unity {
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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#else
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[ExecuteInEditMode]
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#endif
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[HelpURL("http://esotericsoftware.com/spine-unity#BoundingBoxFollowerGraphic")]
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public class BoundingBoxFollowerGraphic : MonoBehaviour {
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internal static bool DebugMessages = true;
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#region Inspector
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public SkeletonGraphic skeletonGraphic;
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[SpineSlot(dataField: "skeletonGraphic", containsBoundingBoxes: true)]
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public string slotName;
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public bool isTrigger;
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public bool clearStateOnDisable = true;
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#endregion
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Slot slot;
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BoundingBoxAttachment currentAttachment;
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string currentAttachmentName;
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PolygonCollider2D currentCollider;
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public readonly Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
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public readonly Dictionary<BoundingBoxAttachment, string> nameTable = new Dictionary<BoundingBoxAttachment, string>();
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public Slot Slot { get { return slot; } }
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public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
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public string CurrentAttachmentName { get { return currentAttachmentName; } }
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public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
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public bool IsTrigger { get { return isTrigger; } }
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void Start () {
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Initialize();
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}
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void OnEnable () {
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if (skeletonGraphic != null) {
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skeletonGraphic.OnRebuild -= HandleRebuild;
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skeletonGraphic.OnRebuild += HandleRebuild;
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}
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Initialize();
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}
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void HandleRebuild (SkeletonGraphic sr) {
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//if (BoundingBoxFollowerGraphic.DebugMessages) Debug.Log("Skeleton was rebuilt. Repopulating BoundingBoxFollowerGraphic.");
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Initialize();
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}
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/// <summary>
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/// Initialize and instantiate the BoundingBoxFollowerGraphic colliders. This is method checks if the BoundingBoxFollowerGraphic 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 (bool overwrite = false) {
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if (skeletonGraphic == null)
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return;
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skeletonGraphic.Initialize(false);
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if (string.IsNullOrEmpty(slotName))
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return;
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// Don't reinitialize if the setup did not change.
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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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skeletonGraphic.Skeleton == slot.Skeleton // Skeleton object did not change.
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&&
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slotName == slot.data.name // Slot object did not change.
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)
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return;
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slot = null;
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currentAttachment = null;
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currentAttachmentName = null;
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currentCollider = null;
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colliderTable.Clear();
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nameTable.Clear();
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var skeleton = skeletonGraphic.Skeleton;
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slot = skeleton.FindSlot(slotName);
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int slotIndex = skeleton.FindSlotIndex(slotName);
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if (slot == null) {
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if (BoundingBoxFollowerGraphic.DebugMessages)
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Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollowerGraphic on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
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return;
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}
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int requiredCollidersCount = 0;
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var colliders = GetComponents<PolygonCollider2D>();
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if (this.gameObject.activeInHierarchy) {
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var canvas = skeletonGraphic.canvas;
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if (canvas == null) canvas = skeletonGraphic.GetComponentInParent<Canvas>();
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float scale = canvas != null ? canvas.referencePixelsPerUnit : 100.0f;
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foreach (var skin in skeleton.Data.Skins)
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AddCollidersForSkin(skin, slotIndex, colliders, scale, ref requiredCollidersCount);
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if (skeleton.skin != null)
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AddCollidersForSkin(skeleton.skin, slotIndex, colliders, scale, ref requiredCollidersCount);
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}
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DisposeExcessCollidersAfter(requiredCollidersCount);
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if (BoundingBoxFollowerGraphic.DebugMessages) {
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bool valid = colliderTable.Count != 0;
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if (!valid) {
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if (this.gameObject.activeInHierarchy)
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Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
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else
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Debug.LogWarning("Bounding Box Follower tried to rebuild as a prefab.");
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}
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}
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}
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void AddCollidersForSkin (Skin skin, int slotIndex, PolygonCollider2D[] previousColliders, float scale, ref int collidersCount) {
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if (skin == null) return;
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var skinEntries = new List<Skin.SkinEntry>();
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skin.GetAttachments(slotIndex, skinEntries);
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foreach (var entry in skinEntries) {
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var attachment = skin.GetAttachment(slotIndex, entry.Name);
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var boundingBoxAttachment = attachment as BoundingBoxAttachment;
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if (BoundingBoxFollowerGraphic.DebugMessages && attachment != null && boundingBoxAttachment == null)
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Debug.Log("BoundingBoxFollowerGraphic tried to follow a slot that contains non-boundingbox attachments: " + slotName);
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if (boundingBoxAttachment != null) {
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if (!colliderTable.ContainsKey(boundingBoxAttachment)) {
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var bbCollider = collidersCount < previousColliders.Length ?
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previousColliders[collidersCount] : gameObject.AddComponent<PolygonCollider2D>();
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++collidersCount;
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SkeletonUtility.SetColliderPointsLocal(bbCollider, slot, boundingBoxAttachment, scale);
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bbCollider.isTrigger = 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, entry.Name);
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}
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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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if (skeletonGraphic != null)
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skeletonGraphic.OnRebuild -= HandleRebuild;
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}
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public void ClearState () {
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if (colliderTable != null)
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foreach (var col in colliderTable.Values)
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col.enabled = false;
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currentAttachment = null;
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currentAttachmentName = null;
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currentCollider = null;
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}
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void DisposeExcessCollidersAfter (int requiredCount) {
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var colliders = GetComponents<PolygonCollider2D>();
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if (colliders.Length == 0) return;
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for (int i = requiredCount; i < colliders.Length; ++i) {
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var collider = colliders[i];
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if (collider != null) {
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#if UNITY_EDITOR
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if (Application.isEditor && !Application.isPlaying)
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DestroyImmediate(collider);
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else
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#endif
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Destroy(collider);
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}
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}
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}
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void LateUpdate () {
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if (slot != null && slot.Attachment != currentAttachment)
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MatchAttachment(slot.Attachment);
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}
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/// <summary>Sets the current collider to match attachment.</summary>
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/// <param name="attachment">If the attachment is not a bounding box, it will be treated as null.</param>
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void MatchAttachment (Attachment attachment) {
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var bbAttachment = attachment as BoundingBoxAttachment;
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if (BoundingBoxFollowerGraphic.DebugMessages && attachment != null && bbAttachment == null)
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Debug.LogWarning("BoundingBoxFollowerGraphic tried to match a non-boundingbox attachment. It will treat it as null.");
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if (currentCollider != null)
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currentCollider.enabled = false;
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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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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 (BoundingBoxFollowerGraphic.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 BoundingBoxFollowerGraphic.Initialize(overwrite: true);", bbAttachment.Name);
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}
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 1c0bf7b497af9f74280040d96cdf88da
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MonoImporter:
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externalObjects: {}
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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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