mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Merge remote-tracking branch 'origin/master'
This commit is contained in:
commit
d7fb4f35ec
@ -28,17 +28,16 @@
|
||||
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine;
|
||||
|
||||
public delegate void UpdateBonesDelegate (ISkeletonAnimation skeletonRenderer);
|
||||
public interface ISkeletonAnimation {
|
||||
event UpdateBonesDelegate UpdateLocal;
|
||||
event UpdateBonesDelegate UpdateWorld;
|
||||
event UpdateBonesDelegate UpdateComplete;
|
||||
namespace Spine.Unity {
|
||||
public delegate void UpdateBonesDelegate (ISkeletonAnimation skeletonRenderer);
|
||||
public interface ISkeletonAnimation {
|
||||
event UpdateBonesDelegate UpdateLocal;
|
||||
event UpdateBonesDelegate UpdateWorld;
|
||||
event UpdateBonesDelegate UpdateComplete;
|
||||
|
||||
void LateUpdate ();
|
||||
Skeleton Skeleton { get; }
|
||||
void LateUpdate ();
|
||||
Skeleton Skeleton { get; }
|
||||
}
|
||||
}
|
||||
|
||||
@ -33,82 +33,93 @@ using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Spine.Unity.Modules {
|
||||
|
||||
// SkeletonUtilityKinematicShadow allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies.
|
||||
// Note: Uncheck "useRootTransformIfNull
|
||||
public class SkeletonUtilityKinematicShadow : MonoBehaviour {
|
||||
public bool hideShadow = true;
|
||||
#region Inspector
|
||||
[Tooltip("If checked, the hinge chain can inherit your root transform's velocity or position/rotation changes.")]
|
||||
public bool detachedShadow = false;
|
||||
public Transform parent;
|
||||
Dictionary<Transform, Transform> shadowTable;
|
||||
public bool hideShadow = true;
|
||||
#endregion
|
||||
|
||||
GameObject shadowRoot;
|
||||
readonly List<TransformPair> shadowTable = new List<TransformPair>();
|
||||
struct TransformPair {
|
||||
public Transform dest, src;
|
||||
}
|
||||
|
||||
void Start () {
|
||||
shadowRoot = (GameObject)Instantiate(gameObject);
|
||||
if (hideShadow)
|
||||
shadowRoot.hideFlags = HideFlags.HideInHierarchy;
|
||||
|
||||
if (parent == null)
|
||||
shadowRoot.transform.parent = transform.root;
|
||||
else
|
||||
shadowRoot.transform.parent = parent;
|
||||
|
||||
shadowTable = new Dictionary<Transform, Transform>();
|
||||
|
||||
// Duplicate this gameObject as the "shadow" with a different parent.
|
||||
shadowRoot = Instantiate<GameObject>(this.gameObject);
|
||||
Destroy(shadowRoot.GetComponent<SkeletonUtilityKinematicShadow>());
|
||||
|
||||
shadowRoot.transform.position = transform.position;
|
||||
shadowRoot.transform.rotation = transform.rotation;
|
||||
// Prepare shadow gameObject's properties.
|
||||
var shadowRootTransform = shadowRoot.transform;
|
||||
shadowRootTransform.position = transform.position;
|
||||
shadowRootTransform.rotation = transform.rotation;
|
||||
|
||||
Vector3 scaleRef = transform.TransformPoint(Vector3.right);
|
||||
float scale = Vector3.Distance(transform.position, scaleRef);
|
||||
shadowRoot.transform.localScale = Vector3.one;
|
||||
shadowRootTransform.localScale = Vector3.one;
|
||||
|
||||
var shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
|
||||
foreach (Joint j in shadowJoints) {
|
||||
j.connectedAnchor *= scale;
|
||||
if (!detachedShadow) {
|
||||
// Do not change to null coalescing operator (??). Unity overloads null checks for UnityEngine.Objects but not the ?? operator.
|
||||
if (parent == null)
|
||||
shadowRootTransform.parent = transform.root;
|
||||
else
|
||||
shadowRootTransform.parent = parent;
|
||||
}
|
||||
|
||||
var joints = GetComponentsInChildren<Joint>();
|
||||
foreach (var j in joints)
|
||||
Destroy(j);
|
||||
if (hideShadow)
|
||||
shadowRoot.hideFlags = HideFlags.HideInHierarchy;
|
||||
|
||||
var shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
|
||||
foreach (Joint j in shadowJoints)
|
||||
j.connectedAnchor *= scale;
|
||||
|
||||
var rbs = GetComponentsInChildren<Rigidbody>();
|
||||
foreach (var rb in rbs)
|
||||
Destroy(rb);
|
||||
|
||||
var colliders = GetComponentsInChildren<Collider>();
|
||||
foreach (var c in colliders)
|
||||
Destroy(c);
|
||||
|
||||
|
||||
//match by bone name
|
||||
var shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
// Build list of bone pairs (matches shadow transforms with bone transforms)
|
||||
var bones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
|
||||
//build bone lookup
|
||||
var shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
foreach (var b in bones) {
|
||||
if (b.gameObject == gameObject)
|
||||
if (b.gameObject == this.gameObject)
|
||||
continue;
|
||||
|
||||
|
||||
foreach (var sb in shadowBones) {
|
||||
if (sb.GetComponent<Rigidbody>() == null)
|
||||
continue;
|
||||
|
||||
if (sb.boneName == b.boneName) {
|
||||
shadowTable.Add(sb.transform, b.transform);
|
||||
if (sb.GetComponent<Rigidbody>() != null && sb.boneName == b.boneName) {
|
||||
shadowTable.Add(new TransformPair {
|
||||
dest = b.transform,
|
||||
src = sb.transform
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
foreach (var b in shadowBones)
|
||||
Destroy(b);
|
||||
// Destroy conflicting and unneeded components
|
||||
DestroyComponents(shadowBones);
|
||||
|
||||
DestroyComponents(GetComponentsInChildren<Joint>());
|
||||
DestroyComponents(GetComponentsInChildren<Rigidbody>());
|
||||
DestroyComponents(GetComponentsInChildren<Collider>());
|
||||
}
|
||||
|
||||
static void DestroyComponents (Component[] components) {
|
||||
for (int i = 0, n = components.Length; i < n; i++)
|
||||
Destroy(components[i]);
|
||||
}
|
||||
|
||||
void FixedUpdate () {
|
||||
shadowRoot.GetComponent<Rigidbody>().MovePosition(transform.position);
|
||||
shadowRoot.GetComponent<Rigidbody>().MoveRotation(transform.rotation);
|
||||
var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody>();
|
||||
shadowRootRigidbody.MovePosition(transform.position);
|
||||
shadowRootRigidbody.MoveRotation(transform.rotation);
|
||||
|
||||
foreach (var pair in shadowTable) {
|
||||
pair.Value.localPosition = pair.Key.localPosition;
|
||||
pair.Value.localRotation = pair.Key.localRotation;
|
||||
for (int i = 0, n = shadowTable.Count; i < n; i++) {
|
||||
var pair = shadowTable[i];
|
||||
pair.dest.localPosition = pair.src.localPosition;
|
||||
pair.dest.localRotation = pair.src.localRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user