65 lines
2.6 KiB
C#
65 lines
2.6 KiB
C#
|
/******************************************************************************
|
||
|
* Spine Runtimes License Agreement
|
||
|
* Last updated July 28, 2023. Replaces all prior versions.
|
||
|
*
|
||
|
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||
|
*
|
||
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||
|
* http://esotericsoftware.com/spine-editor-license
|
||
|
*
|
||
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||
|
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||
|
* "Products"), provided that each user of the Products must obtain their own
|
||
|
* Spine Editor license and redistribution of the Products in any form must
|
||
|
* include this license and copyright notice.
|
||
|
*
|
||
|
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY
|
||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 THE
|
||
|
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||
|
*****************************************************************************/
|
||
|
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Spine.Unity.Examples {
|
||
|
public class SpineboyTargetControllerGraphic : MonoBehaviour {
|
||
|
|
||
|
public SkeletonGraphic skeletonGraphic;
|
||
|
|
||
|
[SpineBone(dataField: "skeletonGraphic")]
|
||
|
public string boneName;
|
||
|
public Camera cam;
|
||
|
public Canvas canvas;
|
||
|
|
||
|
Bone bone;
|
||
|
|
||
|
void OnValidate () {
|
||
|
if (skeletonGraphic == null) skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||
|
}
|
||
|
|
||
|
void Start () {
|
||
|
bone = skeletonGraphic.Skeleton.FindBone(boneName);
|
||
|
}
|
||
|
|
||
|
void Update () {
|
||
|
Vector3 mousePosition = Input.mousePosition;
|
||
|
Vector2 localRectPosition;
|
||
|
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||
|
skeletonGraphic.rectTransform, mousePosition, null, out localRectPosition);
|
||
|
Vector3 skeletonSpacePoint = localRectPosition / skeletonGraphic.MeshScale;
|
||
|
skeletonSpacePoint.x *= skeletonGraphic.Skeleton.ScaleX;
|
||
|
skeletonSpacePoint.y *= skeletonGraphic.Skeleton.ScaleY;
|
||
|
bone.SetLocalPosition(skeletonSpacePoint);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|