2015-03-29 00:48:18 +01:00

393 lines
11 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), you
* may not (a) modify, translate, adapt or otherwise create derivative works,
* improvements of the Software or develop new applications using the Software
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
* trademark, patent or other intellectual property or proprietary rights
* notices on or in the Software, including any copy thereof. Redistributions
* in binary or source form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
/*****************************************************************************
* Skeleton Utility created by Mitch Thompson
* Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
[RequireComponent(typeof(ISkeletonAnimation))]
[ExecuteInEditMode]
public class SkeletonUtility : MonoBehaviour {
public static T GetInParent<T> (Transform origin) where T : Component {
#if UNITY_4_3
Transform parent = origin.parent;
while(parent.GetComponent<T>() == null){
parent = parent.parent;
if(parent == null)
return default(T);
}
return parent.GetComponent<T>();
#else
return origin.GetComponentInParent<T>();
#endif
}
public static PolygonCollider2D AddBoundingBox (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
// List<Attachment> attachments = new List<Attachment>();
Skin skin;
if (skinName == "")
skinName = skeleton.Data.DefaultSkin.Name;
skin = skeleton.Data.FindSkin(skinName);
if (skin == null) {
Debug.LogError("Skin " + skinName + " not found!");
return null;
}
var attachment = skin.GetAttachment(skeleton.FindSlotIndex(slotName), attachmentName);
if (attachment is BoundingBoxAttachment) {
GameObject go = new GameObject("[BoundingBox]" + attachmentName);
go.transform.parent = parent;
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;
var collider = go.AddComponent<PolygonCollider2D>();
collider.isTrigger = isTrigger;
var boundingBox = (BoundingBoxAttachment)attachment;
float[] floats = boundingBox.Vertices;
int floatCount = floats.Length;
int vertCount = floatCount / 2;
Vector2[] verts = new Vector2[vertCount];
int v = 0;
for (int i = 0; i < floatCount; i += 2, v++) {
verts[v].x = floats[i];
verts[v].y = floats[i+1];
}
collider.SetPath(0, verts);
return collider;
}
return null;
}
public delegate void SkeletonUtilityDelegate ();
public event SkeletonUtilityDelegate OnReset;
public Transform boneRoot;
void Update () {
if (boneRoot != null && skeletonRenderer.skeleton != null) {
Vector3 flipScale = Vector3.one;
if (skeletonRenderer.skeleton.FlipX)
flipScale.x = -1;
if (skeletonRenderer.skeleton.FlipY)
flipScale.y = -1;
boneRoot.localScale = flipScale;
}
}
[HideInInspector]
public SkeletonRenderer skeletonRenderer;
[HideInInspector]
public ISkeletonAnimation skeletonAnimation;
[System.NonSerialized]
public List<SkeletonUtilityBone> utilityBones = new List<SkeletonUtilityBone>();
[System.NonSerialized]
public List<SkeletonUtilityConstraint> utilityConstraints = new List<SkeletonUtilityConstraint>();
// Dictionary<Bone, SkeletonUtilityBone> utilityBoneTable;
protected bool hasTransformBones;
protected bool hasUtilityConstraints;
protected bool needToReprocessBones;
void OnEnable () {
if (skeletonRenderer == null) {
skeletonRenderer = GetComponent<SkeletonRenderer>();
}
if (skeletonAnimation == null) {
skeletonAnimation = GetComponent<SkeletonAnimation>();
if (skeletonAnimation == null)
skeletonAnimation = GetComponent<SkeletonAnimator>();
}
skeletonRenderer.OnReset -= HandleRendererReset;
skeletonRenderer.OnReset += HandleRendererReset;
if (skeletonAnimation != null) {
skeletonAnimation.UpdateLocal -= UpdateLocal;
skeletonAnimation.UpdateLocal += UpdateLocal;
}
CollectBones();
}
void Start () {
//recollect because order of operations failure when switching between game mode and edit mode...
// CollectBones();
}
void OnDisable () {
skeletonRenderer.OnReset -= HandleRendererReset;
if (skeletonAnimation != null) {
skeletonAnimation.UpdateLocal -= UpdateLocal;
skeletonAnimation.UpdateWorld -= UpdateWorld;
skeletonAnimation.UpdateComplete -= UpdateComplete;
}
}
void HandleRendererReset (SkeletonRenderer r) {
if (OnReset != null)
OnReset();
CollectBones();
}
public void RegisterBone (SkeletonUtilityBone bone) {
if (utilityBones.Contains(bone))
return;
else {
utilityBones.Add(bone);
needToReprocessBones = true;
}
}
public void UnregisterBone (SkeletonUtilityBone bone) {
utilityBones.Remove(bone);
}
public void RegisterConstraint (SkeletonUtilityConstraint constraint) {
if (utilityConstraints.Contains(constraint))
return;
else {
utilityConstraints.Add(constraint);
needToReprocessBones = true;
}
}
public void UnregisterConstraint (SkeletonUtilityConstraint constraint) {
utilityConstraints.Remove(constraint);
}
public void CollectBones () {
if (skeletonRenderer.skeleton == null)
return;
if (boneRoot != null) {
List<string> constraintTargetNames = new List<string>();
foreach (IkConstraint c in skeletonRenderer.skeleton.IkConstraints) {
constraintTargetNames.Add(c.Target.Data.Name);
}
foreach (var b in utilityBones) {
if (b.bone == null) {
return;
}
if (b.mode == SkeletonUtilityBone.Mode.Override) {
hasTransformBones = true;
}
if (constraintTargetNames.Contains(b.bone.Data.Name)) {
hasUtilityConstraints = true;
}
}
if (utilityConstraints.Count > 0)
hasUtilityConstraints = true;
if (skeletonAnimation != null) {
skeletonAnimation.UpdateWorld -= UpdateWorld;
skeletonAnimation.UpdateComplete -= UpdateComplete;
if (hasTransformBones || hasUtilityConstraints) {
skeletonAnimation.UpdateWorld += UpdateWorld;
}
if (hasUtilityConstraints) {
skeletonAnimation.UpdateComplete += UpdateComplete;
}
}
needToReprocessBones = false;
} else {
utilityBones.Clear();
utilityConstraints.Clear();
}
}
void UpdateLocal (SkeletonRenderer anim) {
if (needToReprocessBones)
CollectBones();
if (utilityBones == null)
return;
foreach (SkeletonUtilityBone b in utilityBones) {
b.transformLerpComplete = false;
}
UpdateAllBones();
}
void UpdateWorld (SkeletonRenderer anim) {
UpdateAllBones();
foreach (SkeletonUtilityConstraint c in utilityConstraints)
c.DoUpdate();
}
void UpdateComplete (SkeletonRenderer anim) {
UpdateAllBones();
}
void UpdateAllBones () {
if (boneRoot == null) {
CollectBones();
}
if (utilityBones == null)
return;
foreach (SkeletonUtilityBone b in utilityBones) {
b.DoUpdate();
}
}
public Transform GetBoneRoot () {
if (boneRoot != null)
return boneRoot;
boneRoot = new GameObject("SkeletonUtility-Root").transform;
boneRoot.parent = transform;
boneRoot.localPosition = Vector3.zero;
boneRoot.localRotation = Quaternion.identity;
boneRoot.localScale = Vector3.one;
return boneRoot;
}
public GameObject SpawnRoot (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GetBoneRoot();
Skeleton skeleton = this.skeletonRenderer.skeleton;
GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
CollectBones();
return go;
}
public GameObject SpawnHierarchy (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GetBoneRoot();
Skeleton skeleton = this.skeletonRenderer.skeleton;
GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
CollectBones();
return go;
}
public GameObject SpawnBoneRecursively (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca);
foreach (Bone child in bone.Children) {
SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca);
}
return go;
}
public GameObject SpawnBone (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GameObject go = new GameObject(bone.Data.Name);
go.transform.parent = parent;
SkeletonUtilityBone b = go.AddComponent<SkeletonUtilityBone>();
b.skeletonUtility = this;
b.position = pos;
b.rotation = rot;
b.scale = sca;
b.mode = mode;
b.zPosition = true;
b.Reset();
b.bone = bone;
b.boneName = bone.Data.Name;
b.valid = true;
if (mode == SkeletonUtilityBone.Mode.Override) {
if (rot)
go.transform.localRotation = Quaternion.Euler(0, 0, b.bone.RotationIK);
if (pos)
go.transform.localPosition = new Vector3(b.bone.X, b.bone.Y, 0);
go.transform.localScale = new Vector3(b.bone.scaleX, b.bone.scaleY, 0);
}
return go;
}
public void SpawnSubRenderers (bool disablePrimaryRenderer) {
int submeshCount = GetComponent<MeshFilter>().sharedMesh.subMeshCount;
for (int i = 0; i < submeshCount; i++) {
GameObject go = new GameObject("Submesh " + i, typeof(MeshFilter), typeof(MeshRenderer));
go.transform.parent = transform;
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;
SkeletonUtilitySubmeshRenderer s = go.AddComponent<SkeletonUtilitySubmeshRenderer>();
s.GetComponent<Renderer>().sortingOrder = i * 10;
s.submeshIndex = i;
}
skeletonRenderer.CollectSubmeshRenderers();
if (disablePrimaryRenderer)
GetComponent<Renderer>().enabled = false;
}
}