NathanSweet 27270a5781 Spine Runtimes license update.
Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00

98 lines
3.4 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), 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 SOFTWARE 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 UnityEngine;
using System.Collections;
public class DynamicSpineBone : MonoBehaviour {
public Transform speedReference;
[SpineBone]
public string boneName;
[Range(-90, 90)]
public float minRotation = -45;
[Range(-90, 90)]
public float maxRotation = 45;
[Range(-2000, 2000)]
public float rotationFactor = 300;
[Range(5, 30)]
public float returnSpeed = 10;
[Range(100, 1000)]
public float boneSpeed = 300;
public float returnThreshhold = 0.01f;
public bool useAcceleration;
SkeletonAnimation skeletonAnimation;
float goalRotation;
Spine.Bone bone;
Vector3 velocity;
Vector3 acceleration;
Vector3 lastPosition;
void Start() {
if (speedReference == null)
speedReference = transform;
skeletonAnimation = GetComponent<SkeletonAnimation>();
bone = SpineBone.GetBone(boneName, skeletonAnimation);
skeletonAnimation.UpdateLocal += UpdateLocal;
lastPosition = speedReference.position;
}
void FixedUpdate() {
acceleration = (speedReference.position - lastPosition) - velocity;
velocity = speedReference.position - lastPosition;
lastPosition = speedReference.position;
}
void UpdateLocal(SkeletonRenderer renderer) {
Vector3 vec = useAcceleration ? acceleration : velocity;
if (Mathf.Abs(vec.x) < returnThreshhold)
goalRotation = Mathf.Lerp(goalRotation, 0, returnSpeed * Time.deltaTime);
else
goalRotation += vec.x * rotationFactor * Time.deltaTime * (bone.WorldFlipX ? -1 : 1);
goalRotation = Mathf.Clamp(goalRotation, minRotation, maxRotation);
bone.Rotation = Mathf.Lerp(bone.Rotation, bone.Rotation + goalRotation, boneSpeed * Time.deltaTime);
}
}