mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-01 21:29:07 +08:00
115 lines
4.0 KiB
C#
115 lines
4.0 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, 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 use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* 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 SOFTWARE 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 UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class SkeletonUtilityKinematicShadow : MonoBehaviour {
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public bool hideShadow = true;
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public Transform parent;
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Dictionary<Transform, Transform> shadowTable;
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GameObject shadowRoot;
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void Start () {
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shadowRoot = (GameObject)Instantiate(gameObject);
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if (hideShadow)
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shadowRoot.hideFlags = HideFlags.HideInHierarchy;
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if(parent == null)
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shadowRoot.transform.parent = transform.root;
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else
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shadowRoot.transform.parent = parent;
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shadowTable = new Dictionary<Transform, Transform>();
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Destroy(shadowRoot.GetComponent<SkeletonUtilityKinematicShadow>());
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shadowRoot.transform.position = transform.position;
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shadowRoot.transform.rotation = transform.rotation;
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Vector3 scaleRef = transform.TransformPoint(Vector3.right);
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float scale = Vector3.Distance(transform.position, scaleRef);
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shadowRoot.transform.localScale = Vector3.one;
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var shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
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foreach (Joint j in shadowJoints) {
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j.connectedAnchor *= scale;
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}
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var joints = GetComponentsInChildren<Joint>();
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foreach (var j in joints)
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Destroy(j);
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var rbs = GetComponentsInChildren<Rigidbody>();
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foreach (var rb in rbs)
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Destroy(rb);
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var colliders = GetComponentsInChildren<Collider>();
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foreach (var c in colliders)
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Destroy(c);
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//match by bone name
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var shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
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var bones = GetComponentsInChildren<SkeletonUtilityBone>();
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//build bone lookup
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foreach (var b in bones) {
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if (b.gameObject == gameObject)
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continue;
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foreach (var sb in shadowBones) {
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if (sb.GetComponent<Rigidbody>() == null)
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continue;
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if (sb.boneName == b.boneName) {
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shadowTable.Add(sb.transform, b.transform);
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break;
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}
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}
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}
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foreach (var b in shadowBones)
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Destroy(b);
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}
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void FixedUpdate () {
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shadowRoot.GetComponent<Rigidbody>().MovePosition(transform.position);
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shadowRoot.GetComponent<Rigidbody>().MoveRotation(transform.rotation);
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foreach (var pair in shadowTable) {
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pair.Value.localPosition = pair.Key.localPosition;
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pair.Value.localRotation = pair.Key.localRotation;
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}
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}
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}
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