mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-19 00:06:42 +08:00
360 lines
12 KiB
C#
360 lines
12 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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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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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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#else
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[ExecuteInEditMode]
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#endif
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[RequireComponent(typeof(ISkeletonAnimation))]
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public sealed class SkeletonUtility : MonoBehaviour {
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#region BoundingBoxAttachment
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public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
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Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName);
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if (skin == null) {
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Debug.LogError("Skin " + skinName + " not found!");
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return null;
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}
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var attachment = skin.GetAttachment(skeleton.FindSlotIndex(slotName), attachmentName);
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if (attachment == null) {
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Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.name);
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return null;
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}
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var box = attachment as BoundingBoxAttachment;
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if (box != null) {
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var slot = skeleton.FindSlot(slotName);
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return AddBoundingBoxGameObject(box.Name, box, slot, parent, isTrigger);
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} else {
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Debug.LogFormat("Attachment '{0}' was not a Bounding Box.", attachmentName);
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return null;
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}
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}
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public static PolygonCollider2D AddBoundingBoxGameObject (string name, BoundingBoxAttachment box, Slot slot, Transform parent, bool isTrigger = true) {
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var go = new GameObject("[BoundingBox]" + (string.IsNullOrEmpty(name) ? box.Name : name));
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var got = go.transform;
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got.parent = parent;
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got.localPosition = Vector3.zero;
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got.localRotation = Quaternion.identity;
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got.localScale = Vector3.one;
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return AddBoundingBoxAsComponent(box, slot, go, isTrigger);
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}
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public static PolygonCollider2D AddBoundingBoxAsComponent (BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true) {
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if (box == null) return null;
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var collider = gameObject.AddComponent<PolygonCollider2D>();
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collider.isTrigger = isTrigger;
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SetColliderPointsLocal(collider, slot, box);
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return collider;
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}
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public static void SetColliderPointsLocal (PolygonCollider2D collider, Slot slot, BoundingBoxAttachment box) {
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if (box == null) return;
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if (box.IsWeighted()) Debug.LogWarning("UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider points will not be animated and may have incorrect orientation. If you want to use it as a collider, please remove weights and animations from the bounding box in Spine editor.");
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var verts = box.GetLocalVertices(slot, null);
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collider.SetPath(0, verts);
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}
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public static Bounds GetBoundingBoxBounds (BoundingBoxAttachment boundingBox, float depth = 0) {
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float[] floats = boundingBox.Vertices;
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int floatCount = floats.Length;
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Bounds bounds = new Bounds();
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bounds.center = new Vector3(floats[0], floats[1], 0);
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for (int i = 2; i < floatCount; i += 2)
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bounds.Encapsulate(new Vector3(floats[i], floats[i + 1], 0));
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Vector3 size = bounds.size;
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size.z = depth;
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bounds.size = size;
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return bounds;
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}
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public static Rigidbody2D AddBoneRigidbody2D (GameObject gameObject, bool isKinematic = true, float gravityScale = 0f) {
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var rb = gameObject.GetComponent<Rigidbody2D>();
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if (rb == null) {
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rb = gameObject.AddComponent<Rigidbody2D>();
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rb.isKinematic = isKinematic;
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rb.gravityScale = gravityScale;
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}
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return rb;
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}
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#endregion
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public delegate void SkeletonUtilityDelegate ();
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public event SkeletonUtilityDelegate OnReset;
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public Transform boneRoot;
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void Update () {
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var skeleton = skeletonRenderer.skeleton;
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if (skeleton != null && boneRoot != null) {
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boneRoot.localScale = new Vector3(skeleton.ScaleX, skeleton.ScaleY, 1f);
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}
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}
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[HideInInspector] public SkeletonRenderer skeletonRenderer;
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[HideInInspector] public ISkeletonAnimation skeletonAnimation;
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[System.NonSerialized] public List<SkeletonUtilityBone> boneComponents = new List<SkeletonUtilityBone>();
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[System.NonSerialized] public List<SkeletonUtilityConstraint> constraintComponents = new List<SkeletonUtilityConstraint>();
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bool hasOverrideBones;
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bool hasConstraints;
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bool needToReprocessBones;
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public void ResubscribeEvents () {
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OnDisable();
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OnEnable();
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}
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void OnEnable () {
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if (skeletonRenderer == null) {
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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}
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if (skeletonAnimation == null) {
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skeletonAnimation = GetComponent(typeof(ISkeletonAnimation)) as ISkeletonAnimation;
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}
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skeletonRenderer.OnRebuild -= HandleRendererReset;
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skeletonRenderer.OnRebuild += HandleRendererReset;
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if (skeletonAnimation != null) {
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skeletonAnimation.UpdateLocal -= UpdateLocal;
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skeletonAnimation.UpdateLocal += UpdateLocal;
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}
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CollectBones();
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}
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void Start () {
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//recollect because order of operations failure when switching between game mode and edit mode...
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CollectBones();
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}
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void OnDisable () {
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skeletonRenderer.OnRebuild -= HandleRendererReset;
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if (skeletonAnimation != null) {
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skeletonAnimation.UpdateLocal -= UpdateLocal;
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skeletonAnimation.UpdateWorld -= UpdateWorld;
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skeletonAnimation.UpdateComplete -= UpdateComplete;
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}
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}
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void HandleRendererReset (SkeletonRenderer r) {
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if (OnReset != null) OnReset();
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CollectBones();
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}
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public void RegisterBone (SkeletonUtilityBone bone) {
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if (boneComponents.Contains(bone)) {
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return;
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} else {
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boneComponents.Add(bone);
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needToReprocessBones = true;
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}
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}
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public void UnregisterBone (SkeletonUtilityBone bone) {
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boneComponents.Remove(bone);
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}
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public void RegisterConstraint (SkeletonUtilityConstraint constraint) {
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if (constraintComponents.Contains(constraint))
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return;
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else {
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constraintComponents.Add(constraint);
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needToReprocessBones = true;
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}
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}
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public void UnregisterConstraint (SkeletonUtilityConstraint constraint) {
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constraintComponents.Remove(constraint);
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}
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public void CollectBones () {
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var skeleton = skeletonRenderer.skeleton;
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if (skeleton == null) return;
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if (boneRoot != null) {
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var constraintTargets = new List<System.Object>();
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var ikConstraints = skeleton.IkConstraints;
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for (int i = 0, n = ikConstraints.Count; i < n; i++)
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constraintTargets.Add(ikConstraints.Items[i].target);
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var transformConstraints = skeleton.TransformConstraints;
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for (int i = 0, n = transformConstraints.Count; i < n; i++)
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constraintTargets.Add(transformConstraints.Items[i].target);
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var boneComponents = this.boneComponents;
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for (int i = 0, n = boneComponents.Count; i < n; i++) {
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var b = boneComponents[i];
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if (b.bone == null) continue;
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hasOverrideBones |= (b.mode == SkeletonUtilityBone.Mode.Override);
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hasConstraints |= constraintTargets.Contains(b.bone);
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}
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hasConstraints |= constraintComponents.Count > 0;
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if (skeletonAnimation != null) {
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skeletonAnimation.UpdateWorld -= UpdateWorld;
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skeletonAnimation.UpdateComplete -= UpdateComplete;
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if (hasOverrideBones || hasConstraints)
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skeletonAnimation.UpdateWorld += UpdateWorld;
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if (hasConstraints)
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skeletonAnimation.UpdateComplete += UpdateComplete;
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}
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needToReprocessBones = false;
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} else {
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boneComponents.Clear();
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constraintComponents.Clear();
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}
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}
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void UpdateLocal (ISkeletonAnimation anim) {
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if (needToReprocessBones)
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CollectBones();
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var boneComponents = this.boneComponents;
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if (boneComponents == null) return;
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for (int i = 0, n = boneComponents.Count; i < n; i++)
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boneComponents[i].transformLerpComplete = false;
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UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Local);
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}
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void UpdateWorld (ISkeletonAnimation anim) {
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UpdateAllBones(SkeletonUtilityBone.UpdatePhase.World);
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for (int i = 0, n = constraintComponents.Count; i < n; i++)
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constraintComponents[i].DoUpdate();
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}
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void UpdateComplete (ISkeletonAnimation anim) {
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UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Complete);
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}
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void UpdateAllBones (SkeletonUtilityBone.UpdatePhase phase) {
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if (boneRoot == null)
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CollectBones();
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var boneComponents = this.boneComponents;
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if (boneComponents == null) return;
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for (int i = 0, n = boneComponents.Count; i < n; i++)
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boneComponents[i].DoUpdate(phase);
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}
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public Transform GetBoneRoot () {
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if (boneRoot != null)
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return boneRoot;
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boneRoot = new GameObject("SkeletonUtility-SkeletonRoot").transform;
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boneRoot.parent = transform;
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boneRoot.localPosition = Vector3.zero;
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boneRoot.localRotation = Quaternion.identity;
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boneRoot.localScale = Vector3.one;
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return boneRoot;
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}
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public GameObject SpawnRoot (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
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GetBoneRoot();
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Skeleton skeleton = this.skeletonRenderer.skeleton;
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GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
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CollectBones();
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return go;
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}
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public GameObject SpawnHierarchy (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
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GetBoneRoot();
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Skeleton skeleton = this.skeletonRenderer.skeleton;
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GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
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CollectBones();
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return go;
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}
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public GameObject SpawnBoneRecursively (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
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GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca);
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ExposedList<Bone> childrenBones = bone.Children;
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for (int i = 0, n = childrenBones.Count; i < n; i++) {
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Bone child = childrenBones.Items[i];
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SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca);
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}
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return go;
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}
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public GameObject SpawnBone (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
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GameObject go = new GameObject(bone.Data.Name);
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var goTransform = go.transform;
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goTransform.parent = parent;
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SkeletonUtilityBone b = go.AddComponent<SkeletonUtilityBone>();
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b.hierarchy = this;
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b.position = pos;
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b.rotation = rot;
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b.scale = sca;
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b.mode = mode;
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b.zPosition = true;
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b.Reset();
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b.bone = bone;
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b.boneName = bone.Data.Name;
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b.valid = true;
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if (mode == SkeletonUtilityBone.Mode.Override) {
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if (rot) goTransform.localRotation = Quaternion.Euler(0, 0, b.bone.AppliedRotation);
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if (pos) goTransform.localPosition = new Vector3(b.bone.X, b.bone.Y, 0);
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goTransform.localScale = new Vector3(b.bone.scaleX, b.bone.scaleY, 0);
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}
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return go;
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}
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}
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}
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