/******************************************************************************
* Spine Runtimes Software License
* Version 2
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
* otherwise create derivative works, improvements of the Software or develop
* new applications using the Software or (b) remove, delete, alter or obscure
* any trademarks or any copyright, trademark, patent or other intellectual
* property or proprietary rights notices on or in the Software, including
* any copy thereof. Redistributions in binary or source form must include
* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using Spine;
/// Sets a GameObject's transform to match a bone on a Spine skeleton.
[ExecuteInEditMode]
[AddComponentMenu("Spine/BoneComponent")]
public class BoneComponent : MonoBehaviour {
public SkeletonComponent skeletonComponent;
public Bone bone;
/// If a bone isn't set, boneName is used to find the bone.
public String boneName;
public void LateUpdate () {
if (skeletonComponent == null) return;
if (bone == null) {
if (boneName == null) return;
bone = skeletonComponent.skeleton.FindBone(boneName);
if (bone == null) {
Debug.Log("Bone not found: " + boneName, this);
return;
}
}
if (transform.parent == skeletonComponent.transform) {
transform.localPosition = new Vector3(bone.worldX, bone.worldY, transform.localPosition.z);
Vector3 rotation = transform.localRotation.eulerAngles;
transform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.worldRotation);
} else {
// Best effort to set this GameObject's transform when it isn't a child of the SkeletonComponent.
transform.position = skeletonComponent.transform.TransformPoint(new Vector3(bone.worldX, bone.worldY, transform.position.z));
Vector3 rotation = skeletonComponent.transform.rotation.eulerAngles;
transform.rotation = Quaternion.Euler(rotation.x, rotation.y,
skeletonComponent.transform.rotation.eulerAngles.z + bone.worldRotation);
}
}
}