John d50386a3a9 Faster BoneComponent
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>() )
2014-02-20 13:59:33 +08:00

80 lines
3.4 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2
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* Copyright (c) 2013, Esoteric Software
* All rights reserved.
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using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using Spine;
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
[ExecuteInEditMode]
[AddComponentMenu("Spine/BoneComponent")]
public class BoneComponent : MonoBehaviour {
public SkeletonComponent skeletonComponent;
public Bone bone;
/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
public String boneName;
protected Transform cachedTransform;
protected Transform skeletonComponentTransform;
void Awake () {
cachedTransform = transform;
if(skeletonComponent == null) return;
skeletonComponentTransform = skeletonComponent.transform;
}
public void LateUpdate () {
if (skeletonComponent == null) return;
if (bone == null) {
if (boneName == null) return;
bone = skeletonComponent.skeleton.FindBone(boneName);
if (bone == null) {
Debug.Log("Bone not found: " + boneName, this);
return;
}
}
if (cachedTransform.parent == skeletonComponentTransform) {
cachedTransform.localPosition = new Vector3(bone.worldX, bone.worldY, cachedTransform.localPosition.z);
Vector3 rotation = cachedTransform.localRotation.eulerAngles;
cachedTransform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.worldRotation);
} else {
cachedTransform.position = skeletonComponentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, cachedTransform.position.z));
Vector3 rotation = skeletonComponentTransform.rotation.eulerAngles;
cachedTransform.rotation = Quaternion.Euler(rotation.x, rotation.y,
skeletonComponentTransform.rotation.eulerAngles.z + bone.worldRotation);
}
}
}