2014-04-25 18:21:00 +02:00

89 lines
3.5 KiB
C#

/******************************************************************************
* 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.
*****************************************************************************/
using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using Spine;
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
[ExecuteInEditMode]
[AddComponentMenu("Spine/BoneComponent")]
public class BoneComponent : MonoBehaviour {
public bool valid;
public SkeletonRenderer skeletonRenderer;
public Bone bone;
/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
public String boneName;
protected Transform cachedTransform;
protected Transform skeletonTransform;
public void Reset () {
bone = null;
cachedTransform = transform;
valid = skeletonRenderer != null && skeletonRenderer.valid;
if (!valid) return;
skeletonTransform = skeletonRenderer.transform;
}
public void Awake () {
Reset();
}
public void LateUpdate () {
if (!valid) {
Reset();
return;
}
if (bone == null) {
if (boneName == null || boneName.Length == 0) return;
bone = skeletonRenderer.skeleton.FindBone(boneName);
if (bone == null) {
Debug.LogError("Bone not found: " + boneName, this);
return;
}
}
if (cachedTransform.parent == skeletonTransform) {
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 = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, cachedTransform.position.z));
Vector3 rotation = skeletonTransform.rotation.eulerAngles;
cachedTransform.rotation = Quaternion.Euler(rotation.x, rotation.y,
skeletonTransform.rotation.eulerAngles.z + bone.worldRotation);
}
}
}