mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-12 18:18:43 +08:00
146 lines
4.9 KiB
C#
146 lines
4.9 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 System;
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using UnityEngine;
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namespace Spine.Unity {
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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/BoneFollower")]
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public class BoneFollower : MonoBehaviour {
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#region Inspector
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public SkeletonRenderer skeletonRenderer;
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public SkeletonRenderer SkeletonRenderer {
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get { return skeletonRenderer; }
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set {
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skeletonRenderer = value;
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Reset();
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}
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}
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/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
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[SpineBone(dataField: "skeletonRenderer")]
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public String boneName;
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public bool followZPosition = true;
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public bool followBoneRotation = true;
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public bool resetOnAwake = true;
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#endregion
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[NonSerialized]
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public bool valid;
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[NonSerialized]
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public Bone bone;
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Transform skeletonTransform;
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public void HandleResetRenderer (SkeletonRenderer skeletonRenderer) {
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Reset();
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}
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public void Reset () {
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bone = null;
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valid = skeletonRenderer != null && skeletonRenderer.valid;
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if (!valid) return;
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skeletonTransform = skeletonRenderer.transform;
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skeletonRenderer.OnRebuild -= HandleResetRenderer;
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skeletonRenderer.OnRebuild += HandleResetRenderer;
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#if UNITY_EDITOR
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if (Application.isEditor)
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DoUpdate();
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#endif
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}
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void OnDestroy () {
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if (skeletonRenderer != null)
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skeletonRenderer.OnRebuild -= HandleResetRenderer;
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}
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public void Awake () {
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if (resetOnAwake)
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Reset();
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}
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void LateUpdate () {
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DoUpdate();
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}
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public void DoUpdate () {
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if (!valid) {
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Reset();
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return;
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}
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if (bone == null) {
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if (boneName == null || boneName.Length == 0)
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return;
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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if (bone == null) {
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Debug.LogError("Bone not found: " + boneName, this);
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return;
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}
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}
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Skeleton skeleton = skeletonRenderer.skeleton;
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float flipRotation = (skeleton.flipX ^ skeleton.flipY) ? -1f : 1f;
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Transform thisTransform = this.transform;
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// Recommended setup: Use local transform properties if Spine GameObject is parent
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if (thisTransform.parent == skeletonTransform) {
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thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
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if (followBoneRotation) {
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Vector3 rotation = thisTransform.localRotation.eulerAngles;
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thisTransform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.WorldRotationX * flipRotation);
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}
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// For special cases: Use transform world properties if transform relationship is complicated
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} else {
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f));
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if (!followZPosition)
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targetWorldPosition.z = thisTransform.position.z;
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thisTransform.position = targetWorldPosition;
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if (followBoneRotation) {
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + (bone.WorldRotationX * flipRotation));
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}
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}
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}
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}
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}
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