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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Optimized RootMotion components behaviour when using FixedUpdate timing at SkeletonAnimation, avoiding unnecessary calls. See #2046.
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@ -90,6 +90,16 @@ namespace Spine.Unity {
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}
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#endregion
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protected bool SkeletonAnimationUsesFixedUpdate {
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get {
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var skeletonAnimation = skeletonComponent as ISkeletonAnimation;
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if (skeletonAnimation != null) {
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return skeletonAnimation.UpdateTiming == UpdateTiming.InFixedUpdate;
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}
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return false;
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}
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}
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protected ISkeletonComponent skeletonComponent;
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protected Bone rootMotionBone;
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protected int rootMotionBoneIndex;
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@ -129,9 +139,16 @@ namespace Spine.Unity {
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}
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protected virtual void FixedUpdate () {
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// Root motion is only applied when component is enabled.
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if (!this.isActiveAndEnabled)
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return; // Root motion is only applied when component is enabled.
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return;
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// When SkeletonAnimation component uses UpdateTiming.InFixedUpdate,
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// we directly call PhysicsUpdate in HandleUpdateLocal instead of here.
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if (!SkeletonAnimationUsesFixedUpdate)
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PhysicsUpdate(false);
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}
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protected virtual void PhysicsUpdate (bool skeletonAnimationUsesFixedUpdate) {
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if (rigidBody2D != null) {
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Vector2 gravityAndVelocityMovement = Vector2.zero;
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if (applyRigidbody2DGravity) {
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@ -153,15 +170,14 @@ namespace Spine.Unity {
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rigidBody.MoveRotation(rigidBody.rotation * rigidbodyRotation);
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} else return;
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if (UsesRigidbody) {
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Vector2 parentBoneScale;
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GetScaleAffectingRootMotion(out parentBoneScale);
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Vector2 parentBoneScale;
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GetScaleAffectingRootMotion(out parentBoneScale);
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if (!skeletonAnimationUsesFixedUpdate) {
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ClearEffectiveBoneOffsets(parentBoneScale);
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skeletonComponent.Skeleton.UpdateWorldTransform();
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previousRigidbodyRootMotion = rigidbodyDisplacement;
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ClearRigidbodyTempMovement();
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}
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previousRigidbodyRootMotion = rigidbodyDisplacement;
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ClearRigidbodyTempMovement();
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}
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protected virtual void OnDisable () {
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@ -480,10 +496,15 @@ namespace Spine.Unity {
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skeletonRotationDelta = GetSkeletonSpaceRotationDelta(boneLocalDeltaRotation, totalScale);
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}
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ApplyRootMotion(skeletonTranslationDelta, skeletonRotationDelta, parentBoneScale);
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bool usesFixedUpdate = SkeletonAnimationUsesFixedUpdate;
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ApplyRootMotion(skeletonTranslationDelta, skeletonRotationDelta, parentBoneScale, usesFixedUpdate);
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if (usesFixedUpdate)
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PhysicsUpdate(usesFixedUpdate);
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}
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void ApplyRootMotion (Vector2 skeletonTranslationDelta, float skeletonRotationDelta, Vector2 parentBoneScale) {
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void ApplyRootMotion (Vector2 skeletonTranslationDelta, float skeletonRotationDelta, Vector2 parentBoneScale,
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bool skeletonAnimationUsesFixedUpdate) {
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// Apply root motion to Transform or RigidBody;
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if (UsesRigidbody) {
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rigidbodyDisplacement += transform.TransformVector(skeletonTranslationDelta);
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@ -491,7 +512,8 @@ namespace Spine.Unity {
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// Accumulated displacement is applied on the next Physics update in FixedUpdate.
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// Until the next Physics update, tempBoneDisplacement is offsetting bone locations
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// to prevent stutter which would otherwise occur if we don't move every Update.
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tempSkeletonDisplacement += skeletonTranslationDelta;
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if (!skeletonAnimationUsesFixedUpdate)
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tempSkeletonDisplacement += skeletonTranslationDelta;
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if (skeletonRotationDelta != 0.0f) {
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if (rigidBody != null) {
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@ -502,10 +524,14 @@ namespace Spine.Unity {
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float rotationSign = lossyScale.x * lossyScale.y > 0 ? 1 : -1;
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rigidbody2DRotation += rotationSign * skeletonRotationDelta;
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}
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tempSkeletonRotation += skeletonRotationDelta;
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if (!skeletonAnimationUsesFixedUpdate)
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tempSkeletonRotation += skeletonRotationDelta;
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}
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SetEffectiveBoneOffsetsTo(tempSkeletonDisplacement, tempSkeletonRotation, parentBoneScale);
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if (skeletonAnimationUsesFixedUpdate)
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ClearEffectiveBoneOffsets(parentBoneScale);
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else
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SetEffectiveBoneOffsetsTo(tempSkeletonDisplacement, tempSkeletonRotation, parentBoneScale);
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} else {
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transform.position += transform.TransformVector(skeletonTranslationDelta);
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if (skeletonRotationDelta != 0.0f) {
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