mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
98 lines
3.4 KiB
C#
98 lines
3.4 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;
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public class DynamicSpineBone : MonoBehaviour {
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public Transform speedReference;
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[SpineBone]
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public string boneName;
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[Range(-90, 90)]
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public float minRotation = -45;
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[Range(-90, 90)]
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public float maxRotation = 45;
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[Range(-2000, 2000)]
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public float rotationFactor = 300;
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[Range(5, 30)]
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public float returnSpeed = 10;
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[Range(100, 1000)]
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public float boneSpeed = 300;
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public float returnThreshhold = 0.01f;
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public bool useAcceleration;
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SkeletonAnimation skeletonAnimation;
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float goalRotation;
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Spine.Bone bone;
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Vector3 velocity;
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Vector3 acceleration;
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Vector3 lastPosition;
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void Start() {
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if (speedReference == null)
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speedReference = transform;
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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bone = SpineBone.GetBone(boneName, skeletonAnimation);
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skeletonAnimation.UpdateLocal += UpdateLocal;
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lastPosition = speedReference.position;
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}
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void FixedUpdate() {
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acceleration = (speedReference.position - lastPosition) - velocity;
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velocity = speedReference.position - lastPosition;
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lastPosition = speedReference.position;
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}
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void UpdateLocal(SkeletonRenderer renderer) {
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Vector3 vec = useAcceleration ? acceleration : velocity;
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if (Mathf.Abs(vec.x) < returnThreshhold)
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goalRotation = Mathf.Lerp(goalRotation, 0, returnSpeed * Time.deltaTime);
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else
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goalRotation += vec.x * rotationFactor * Time.deltaTime * (bone.WorldFlipX ? -1 : 1);
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goalRotation = Mathf.Clamp(goalRotation, minRotation, maxRotation);
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bone.Rotation = Mathf.Lerp(bone.Rotation, bone.Rotation + goalRotation, boneSpeed * Time.deltaTime);
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}
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}
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