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https://github.com/EsotericSoftware/spine-runtimes.git
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* Added isTrigger variable to bounding box followers IsTrigger added to bounding box follower. * Added isTrigger variable to bounding box followers Same as the last one.
199 lines
6.7 KiB
C#
199 lines
6.7 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.Generic;
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namespace Spine.Unity {
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[ExecuteInEditMode]
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public class BoundingBoxFollower : MonoBehaviour {
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#region Inspector
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public SkeletonRenderer skeletonRenderer;
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[SpineSlot(dataField: "skeletonRenderer", containsBoundingBoxes: true)]
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public string slotName;
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public bool isTrigger;
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#endregion
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Slot slot;
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BoundingBoxAttachment currentAttachment;
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string currentAttachmentName;
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PolygonCollider2D currentCollider;
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bool valid = false;
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bool hasReset;
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public readonly Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
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public readonly Dictionary<BoundingBoxAttachment, string> attachmentNameTable = new Dictionary<BoundingBoxAttachment, string>();
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public Slot Slot { get { return slot; } }
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public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
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public string CurrentAttachmentName { get { return currentAttachmentName; } }
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public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
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public bool IsTrigger { get { return isTrigger; } }
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void OnEnable () {
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ClearColliders();
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if (skeletonRenderer == null)
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skeletonRenderer = GetComponentInParent<SkeletonRenderer>();
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if (skeletonRenderer != null) {
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skeletonRenderer.OnRebuild -= HandleRebuild;
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skeletonRenderer.OnRebuild += HandleRebuild;
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if (hasReset)
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HandleRebuild(skeletonRenderer);
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}
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}
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void OnDisable () {
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skeletonRenderer.OnRebuild -= HandleRebuild;
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}
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void Start () {
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if (!hasReset && skeletonRenderer != null)
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HandleRebuild(skeletonRenderer);
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}
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public void HandleRebuild (SkeletonRenderer renderer) {
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if (string.IsNullOrEmpty(slotName))
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return;
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hasReset = true;
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ClearColliders();
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colliderTable.Clear();
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if (skeletonRenderer.skeleton == null) {
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skeletonRenderer.OnRebuild -= HandleRebuild;
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skeletonRenderer.Initialize(false);
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skeletonRenderer.OnRebuild += HandleRebuild;
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}
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var skeleton = skeletonRenderer.skeleton;
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slot = skeleton.FindSlot(slotName);
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int slotIndex = skeleton.FindSlotIndex(slotName);
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if (this.gameObject.activeInHierarchy) {
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foreach (var skin in skeleton.Data.Skins) {
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var attachmentNames = new List<string>();
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skin.FindNamesForSlot(slotIndex, attachmentNames);
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foreach (var attachmentName in attachmentNames) {
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var attachment = skin.GetAttachment(slotIndex, attachmentName);
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var boundingBoxAttachment = attachment as BoundingBoxAttachment;
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#if UNITY_EDITOR
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if (attachment != null && boundingBoxAttachment == null)
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Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments.");
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#endif
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if (boundingBoxAttachment != null) {
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var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, gameObject, true);
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bbCollider.enabled = false;
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bbCollider.hideFlags = HideFlags.NotEditable;
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bbCollider.isTrigger = IsTrigger;
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colliderTable.Add(boundingBoxAttachment, bbCollider);
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attachmentNameTable.Add(boundingBoxAttachment, attachmentName);
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}
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}
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}
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}
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#if UNITY_EDITOR
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valid = colliderTable.Count != 0;
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if (!valid) {
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if (this.gameObject.activeInHierarchy)
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Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
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else
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Debug.LogWarning("Bounding Box Follower tried to rebuild as a prefab.");
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}
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#endif
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}
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void ClearColliders () {
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var colliders = GetComponents<PolygonCollider2D>();
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if (colliders.Length == 0) return;
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#if UNITY_EDITOR
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if (Application.isPlaying) {
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foreach (var c in colliders) {
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if (c != null)
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Destroy(c);
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}
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} else {
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foreach (var c in colliders)
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DestroyImmediate(c);
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}
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#else
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foreach (var c in colliders)
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if (c != null)
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Destroy(c);
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#endif
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colliderTable.Clear();
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attachmentNameTable.Clear();
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}
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void LateUpdate () {
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if (!skeletonRenderer.valid)
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return;
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if (slot != null && slot.Attachment != currentAttachment)
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MatchAttachment(slot.Attachment);
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}
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/// <summary>Sets the current collider to match attachment.</summary>
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/// <param name="attachment">If the attachment is not a bounding box, it will be treated as null.</param>
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void MatchAttachment (Attachment attachment) {
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var bbAttachment = attachment as BoundingBoxAttachment;
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#if UNITY_EDITOR
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if (attachment != null && bbAttachment == null)
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Debug.LogWarning("BoundingBoxFollower tried to match a non-boundingbox attachment. It will treat it as null.");
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#endif
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if (currentCollider != null)
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currentCollider.enabled = false;
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if (bbAttachment == null) {
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currentCollider = null;
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} else {
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currentCollider = colliderTable[bbAttachment];
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currentCollider.enabled = true;
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}
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currentAttachment = bbAttachment;
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currentAttachmentName = currentAttachment == null ? null : attachmentNameTable[bbAttachment];
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}
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}
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}
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