WXGame/box1/Assets/Spine Examples/Scripts/SpineboyBodyTilt.cs

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/******************************************************************************
* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
* 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
*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software 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
* 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
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* (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.
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*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpineboyBodyTilt : MonoBehaviour {
[Header("Settings")]
public SpineboyFootplanter planter;
[SpineBone]
public string hip = "hip", head = "head";
public float hipTiltScale = 7;
public float headTiltScale = 0.7f;
public float hipRotationMoveScale = 60f;
[Header("Debug")]
public float hipRotationTarget;
public float hipRotationSmoothed;
public float baseHeadRotation;
Bone hipBone, headBone;
void Start () {
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SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
Skeleton skeleton = skeletonAnimation.Skeleton;
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hipBone = skeleton.FindBone(hip);
headBone = skeleton.FindBone(head);
baseHeadRotation = headBone.Rotation;
skeletonAnimation.UpdateLocal += UpdateLocal;
}
private void UpdateLocal (ISkeletonAnimation animated) {
hipRotationTarget = planter.Balance * hipTiltScale;
hipRotationSmoothed = Mathf.MoveTowards(hipRotationSmoothed, hipRotationTarget, Time.deltaTime * hipRotationMoveScale * Mathf.Abs(2f * planter.Balance / planter.offBalanceThreshold));
hipBone.Rotation = hipRotationSmoothed;
headBone.Rotation = baseHeadRotation + (-hipRotationSmoothed * headTiltScale);
}
}
}