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https://github.com/EsotericSoftware/spine-runtimes.git
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Used a cached Transform reference instead of using the .transform property. ( This is recommended by Unity Tech. .transform is actually shorthand for a component lookup: GetComponent<Transform>() )
80 lines
3.4 KiB
C#
80 lines
3.4 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2
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*
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* Copyright (c) 2013, 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 install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software, you may not (a) modify, translate, adapt or
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* otherwise create derivative works, improvements of the Software or develop
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* new applications using the Software or (b) remove, delete, alter or obscure
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* any trademarks or any copyright, trademark, patent or other intellectual
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* property or proprietary rights notices on or in the Software, including
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* any copy thereof. Redistributions in binary or source form must include
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* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.IO;
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using System.Collections.Generic;
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using UnityEngine;
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using Spine;
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/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/BoneComponent")]
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public class BoneComponent : MonoBehaviour {
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public SkeletonComponent skeletonComponent;
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public Bone bone;
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/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
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public String boneName;
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protected Transform cachedTransform;
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protected Transform skeletonComponentTransform;
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void Awake () {
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cachedTransform = transform;
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if(skeletonComponent == null) return;
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skeletonComponentTransform = skeletonComponent.transform;
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}
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public void LateUpdate () {
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if (skeletonComponent == null) return;
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if (bone == null) {
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if (boneName == null) return;
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bone = skeletonComponent.skeleton.FindBone(boneName);
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if (bone == null) {
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Debug.Log("Bone not found: " + boneName, this);
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return;
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}
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}
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if (cachedTransform.parent == skeletonComponentTransform) {
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cachedTransform.localPosition = new Vector3(bone.worldX, bone.worldY, cachedTransform.localPosition.z);
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Vector3 rotation = cachedTransform.localRotation.eulerAngles;
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cachedTransform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.worldRotation);
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} else {
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cachedTransform.position = skeletonComponentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, cachedTransform.position.z));
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Vector3 rotation = skeletonComponentTransform.rotation.eulerAngles;
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cachedTransform.rotation = Quaternion.Euler(rotation.x, rotation.y,
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skeletonComponentTransform.rotation.eulerAngles.z + bone.worldRotation);
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}
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}
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}
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