Fenrisul 39e754315e Added SkeletonAnimator
Changed SkeletonAnimation delegates to pass SkeletonRenderer instead of SkeletonAnimation
Refactored how delegates/events work a bit in SkeletonAnimation by implementing ISkeletonAnimation interface.
2015-02-17 16:20:57 -08:00

67 lines
1.6 KiB
C#

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);
}
}