spine-runtimes/spine-unity/Assets/spine-unity/SkeletonUtility/SkeletonUtilityKinematicShadow.cs
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

115 lines
4.0 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;
using System.Collections.Generic;
public class SkeletonUtilityKinematicShadow : MonoBehaviour {
public bool hideShadow = true;
public Transform parent;
Dictionary<Transform, Transform> shadowTable;
GameObject shadowRoot;
void Start () {
shadowRoot = (GameObject)Instantiate(gameObject);
if (hideShadow)
shadowRoot.hideFlags = HideFlags.HideInHierarchy;
if(parent == null)
shadowRoot.transform.parent = transform.root;
else
shadowRoot.transform.parent = parent;
shadowTable = new Dictionary<Transform, Transform>();
Destroy(shadowRoot.GetComponent<SkeletonUtilityKinematicShadow>());
shadowRoot.transform.position = transform.position;
shadowRoot.transform.rotation = transform.rotation;
Vector3 scaleRef = transform.TransformPoint(Vector3.right);
float scale = Vector3.Distance(transform.position, scaleRef);
shadowRoot.transform.localScale = Vector3.one;
var shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
foreach (Joint j in shadowJoints) {
j.connectedAnchor *= scale;
}
var joints = GetComponentsInChildren<Joint>();
foreach (var j in joints)
Destroy(j);
var rbs = GetComponentsInChildren<Rigidbody>();
foreach (var rb in rbs)
Destroy(rb);
var colliders = GetComponentsInChildren<Collider>();
foreach (var c in colliders)
Destroy(c);
//match by bone name
var shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
var bones = GetComponentsInChildren<SkeletonUtilityBone>();
//build bone lookup
foreach (var b in bones) {
if (b.gameObject == gameObject)
continue;
foreach (var sb in shadowBones) {
if (sb.GetComponent<Rigidbody>() == null)
continue;
if (sb.boneName == b.boneName) {
shadowTable.Add(sb.transform, b.transform);
break;
}
}
}
foreach (var b in shadowBones)
Destroy(b);
}
void FixedUpdate () {
shadowRoot.GetComponent<Rigidbody>().MovePosition(transform.position);
shadowRoot.GetComponent<Rigidbody>().MoveRotation(transform.rotation);
foreach (var pair in shadowTable) {
pair.Value.localPosition = pair.Key.localPosition;
pair.Value.localRotation = pair.Key.localRotation;
}
}
}