mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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89 lines
3.5 KiB
C#
89 lines
3.5 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.IO;
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using System.Collections.Generic;
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using UnityEngine;
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using Spine;
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/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/BoneComponent")]
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public class BoneComponent : MonoBehaviour {
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public bool valid;
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public SkeletonRenderer skeletonRenderer;
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public Bone bone;
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/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
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public String boneName;
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protected Transform cachedTransform;
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protected Transform skeletonTransform;
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public void Reset () {
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bone = null;
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cachedTransform = transform;
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valid = skeletonRenderer != null && skeletonRenderer.valid;
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if (!valid) return;
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skeletonTransform = skeletonRenderer.transform;
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}
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public void Awake () {
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Reset();
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}
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public void LateUpdate () {
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if (!valid) {
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Reset();
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return;
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}
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if (bone == null) {
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if (boneName == null || boneName.Length == 0) return;
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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if (bone == null) {
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Debug.LogError("Bone not found: " + boneName, this);
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return;
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}
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}
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if (cachedTransform.parent == skeletonTransform) {
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cachedTransform.localPosition = new Vector3(bone.worldX, bone.worldY, cachedTransform.localPosition.z);
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Vector3 rotation = cachedTransform.localRotation.eulerAngles;
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cachedTransform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.worldRotation);
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} else {
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cachedTransform.position = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, cachedTransform.position.z));
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Vector3 rotation = skeletonTransform.rotation.eulerAngles;
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cachedTransform.rotation = Quaternion.Euler(rotation.x, rotation.y,
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skeletonTransform.rotation.eulerAngles.z + bone.worldRotation);
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}
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}
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} |