/****************************************************************************** * 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; protected Transform cachedTransform; protected Transform skeletonComponentTransform; void Awake () { cachedTransform = transform; if(skeletonComponent == null) return; skeletonComponentTransform = skeletonComponent.transform; } 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 (cachedTransform.parent == skeletonComponentTransform) { cachedTransform.localPosition = new Vector3(bone.worldX, bone.worldY, cachedTransform.localPosition.z); Vector3 rotation = cachedTransform.localRotation.eulerAngles; cachedTransform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.worldRotation); } else { cachedTransform.position = skeletonComponentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, cachedTransform.position.z)); Vector3 rotation = skeletonComponentTransform.rotation.eulerAngles; cachedTransform.rotation = Quaternion.Euler(rotation.x, rotation.y, skeletonComponentTransform.rotation.eulerAngles.z + bone.worldRotation); } } }