/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * 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 (typically granted by licensing Spine), 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. *****************************************************************************/ /***************************************************************************** * Skeleton Utility created by Mitch Thompson * Full irrevocable rights and permissions granted to Esoteric Software *****************************************************************************/ using UnityEngine; using System.Collections; using System.Collections.Generic; using Spine; [RequireComponent(typeof(ISkeletonAnimation))] [ExecuteInEditMode] public class SkeletonUtility : MonoBehaviour { public static T GetInParent (Transform origin) where T : Component { #if UNITY_4_3 Transform parent = origin.parent; while(parent.GetComponent() == null){ parent = parent.parent; if(parent == null) return default(T); } return parent.GetComponent(); #else return origin.GetComponentInParent(); #endif } public delegate void SkeletonUtilityDelegate (); public event SkeletonUtilityDelegate OnReset; public Transform boneRoot; void Update () { if (boneRoot != null && skeletonRenderer.skeleton != null) { Vector3 flipScale = Vector3.one; if (skeletonRenderer.skeleton.FlipX) flipScale.x = -1; if (skeletonRenderer.skeleton.FlipY) flipScale.y = -1; boneRoot.localScale = flipScale; } } [HideInInspector] public SkeletonRenderer skeletonRenderer; [HideInInspector] public ISkeletonAnimation skeletonAnimation; [System.NonSerialized] public List utilityBones = new List(); [System.NonSerialized] public List utilityConstraints = new List(); // Dictionary utilityBoneTable; protected bool hasTransformBones; protected bool hasUtilityConstraints; protected bool needToReprocessBones; void OnEnable () { if (skeletonRenderer == null) { skeletonRenderer = GetComponent(); } if (skeletonAnimation == null) { skeletonAnimation = GetComponent(); if (skeletonAnimation == null) skeletonAnimation = GetComponent(); } skeletonRenderer.OnReset -= HandleRendererReset; skeletonRenderer.OnReset += HandleRendererReset; if (skeletonAnimation != null) { skeletonAnimation.UpdateLocal -= UpdateLocal; skeletonAnimation.UpdateLocal += UpdateLocal; } CollectBones(); } void Start () { //recollect because order of operations failure when switching between game mode and edit mode... // CollectBones(); } void OnDisable () { skeletonRenderer.OnReset -= HandleRendererReset; if (skeletonAnimation != null) { skeletonAnimation.UpdateLocal -= UpdateLocal; skeletonAnimation.UpdateWorld -= UpdateWorld; skeletonAnimation.UpdateComplete -= UpdateComplete; } } void HandleRendererReset (SkeletonRenderer r) { if (OnReset != null) OnReset(); CollectBones(); } public void RegisterBone (SkeletonUtilityBone bone) { if (utilityBones.Contains(bone)) return; else { utilityBones.Add(bone); needToReprocessBones = true; } } public void UnregisterBone (SkeletonUtilityBone bone) { utilityBones.Remove(bone); } public void RegisterConstraint (SkeletonUtilityConstraint constraint) { if (utilityConstraints.Contains(constraint)) return; else { utilityConstraints.Add(constraint); needToReprocessBones = true; } } public void UnregisterConstraint (SkeletonUtilityConstraint constraint) { utilityConstraints.Remove(constraint); } public void CollectBones () { if (skeletonRenderer.skeleton == null) return; if (boneRoot != null) { List constraintTargetNames = new List(); ExposedList ikConstraints = skeletonRenderer.skeleton.IkConstraints; for (int i = 0, n = ikConstraints.Count; i < n; i++) constraintTargetNames.Add(ikConstraints.Items[n].Target.Data.Name); foreach (var b in utilityBones) { if (b.bone == null) { return; } if (b.mode == SkeletonUtilityBone.Mode.Override) { hasTransformBones = true; } if (constraintTargetNames.Contains(b.bone.Data.Name)) { hasUtilityConstraints = true; } } if (utilityConstraints.Count > 0) hasUtilityConstraints = true; if (skeletonAnimation != null) { skeletonAnimation.UpdateWorld -= UpdateWorld; skeletonAnimation.UpdateComplete -= UpdateComplete; if (hasTransformBones || hasUtilityConstraints) { skeletonAnimation.UpdateWorld += UpdateWorld; } if (hasUtilityConstraints) { skeletonAnimation.UpdateComplete += UpdateComplete; } } needToReprocessBones = false; } else { utilityBones.Clear(); utilityConstraints.Clear(); } } void UpdateLocal (SkeletonRenderer anim) { if (needToReprocessBones) CollectBones(); if (utilityBones == null) return; foreach (SkeletonUtilityBone b in utilityBones) { b.transformLerpComplete = false; } UpdateAllBones(); } void UpdateWorld (SkeletonRenderer anim) { UpdateAllBones(); foreach (SkeletonUtilityConstraint c in utilityConstraints) c.DoUpdate(); } void UpdateComplete (SkeletonRenderer anim) { UpdateAllBones(); } void UpdateAllBones () { if (boneRoot == null) { CollectBones(); } if (utilityBones == null) return; foreach (SkeletonUtilityBone b in utilityBones) { b.DoUpdate(); } } public Transform GetBoneRoot () { if (boneRoot != null) return boneRoot; boneRoot = new GameObject("SkeletonUtility-Root").transform; boneRoot.parent = transform; boneRoot.localPosition = Vector3.zero; boneRoot.localRotation = Quaternion.identity; boneRoot.localScale = Vector3.one; return boneRoot; } public GameObject SpawnRoot (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GetBoneRoot(); Skeleton skeleton = this.skeletonRenderer.skeleton; GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca); CollectBones(); return go; } public GameObject SpawnHierarchy (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GetBoneRoot(); Skeleton skeleton = this.skeletonRenderer.skeleton; GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca); CollectBones(); return go; } public GameObject SpawnBoneRecursively (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca); ExposedList childrenBones = bone.Children; for (int i = 0, n = childrenBones.Count; i < n; i++) { Bone child = childrenBones.Items[i]; SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca); } return go; } public GameObject SpawnBone (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject go = new GameObject(bone.Data.Name); go.transform.parent = parent; SkeletonUtilityBone b = go.AddComponent(); b.skeletonUtility = this; b.position = pos; b.rotation = rot; b.scale = sca; b.mode = mode; b.zPosition = true; b.Reset(); b.bone = bone; b.boneName = bone.Data.Name; b.valid = true; if (mode == SkeletonUtilityBone.Mode.Override) { if (rot) go.transform.localRotation = Quaternion.Euler(0, 0, b.bone.RotationIK); if (pos) go.transform.localPosition = new Vector3(b.bone.X, b.bone.Y, 0); go.transform.localScale = new Vector3(b.bone.scaleX, b.bone.scaleY, 0); } return go; } public void SpawnSubRenderers (bool disablePrimaryRenderer) { int submeshCount = GetComponent().sharedMesh.subMeshCount; for (int i = 0; i < submeshCount; i++) { GameObject go = new GameObject("Submesh " + i, typeof(MeshFilter), typeof(MeshRenderer)); go.transform.parent = transform; go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.identity; go.transform.localScale = Vector3.one; SkeletonUtilitySubmeshRenderer s = go.AddComponent(); s.sortingOrder = i * 10; s.submeshIndex = i; s.Initialize(GetComponent()); s.Update(); } if (disablePrimaryRenderer) GetComponent().enabled = false; } }