194 lines
7.2 KiB
C#
194 lines
7.2 KiB
C#
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, 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 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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#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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[AddComponentMenu("Spine/BoneFollower")]
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[HelpURL("http://esotericsoftware.com/spine-unity#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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Initialize();
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}
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}
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/// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary>
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[SpineBone(dataField: "skeletonRenderer")]
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public string boneName;
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public bool followXYPosition = true;
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public bool followZPosition = true;
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public bool followBoneRotation = true;
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[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
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public bool followSkeletonFlip = true;
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[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
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public bool followLocalScale = false;
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[UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")]
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public bool initializeOnAwake = true;
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#endregion
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[NonSerialized] public bool valid;
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[NonSerialized] public Bone bone;
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Transform skeletonTransform;
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bool skeletonTransformIsParent;
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/// <summary>
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/// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly.</summary>
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public bool SetBone (string name) {
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bone = skeletonRenderer.skeleton.FindBone(name);
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if (bone == null) {
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Debug.LogError("Bone not found: " + name, this);
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return false;
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}
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boneName = name;
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return true;
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}
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public void Awake () {
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if (initializeOnAwake) Initialize();
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}
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public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
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Initialize();
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}
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public void Initialize () {
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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 -= HandleRebuildRenderer;
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skeletonRenderer.OnRebuild += HandleRebuildRenderer;
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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if (!string.IsNullOrEmpty(boneName))
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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#if UNITY_EDITOR
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if (Application.isEditor)
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LateUpdate();
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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 -= HandleRebuildRenderer;
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}
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public void LateUpdate () {
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if (!valid) {
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Initialize();
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return;
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}
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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#endif
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if (bone == null) {
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if (string.IsNullOrEmpty(boneName)) return;
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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if (!SetBone(boneName)) return;
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}
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Transform thisTransform = this.transform;
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if (skeletonTransformIsParent) {
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// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
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thisTransform.localPosition = new Vector3(followXYPosition ? bone.worldX : thisTransform.localPosition.x,
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followXYPosition ? bone.worldY : thisTransform.localPosition.y,
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followZPosition ? 0f : thisTransform.localPosition.z);
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if (followBoneRotation) {
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float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
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if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation.
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halfRotation += Mathf.PI * 0.5f;
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var q = default(Quaternion);
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q.z = Mathf.Sin(halfRotation);
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q.w = Mathf.Cos(halfRotation);
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thisTransform.localRotation = q;
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}
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} else {
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// For special cases: Use transform world properties if transform relationship is complicated
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f));
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if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
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if (!followXYPosition) {
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targetWorldPosition.x = thisTransform.position.x;
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targetWorldPosition.y = thisTransform.position.y;
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}
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float boneWorldRotation = bone.WorldRotationX;
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Transform transformParent = thisTransform.parent;
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if (transformParent != null) {
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Matrix4x4 m = transformParent.localToWorldMatrix;
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if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
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boneWorldRotation = -boneWorldRotation;
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}
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if (followBoneRotation) {
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f;
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thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation));
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} else {
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thisTransform.position = targetWorldPosition;
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}
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}
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Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
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if (followSkeletonFlip) localScale.y *= Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY);
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thisTransform.localScale = localScale;
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}
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}
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}
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