/****************************************************************************** * 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 Spine; using Spine.Unity; using UnityEngine; namespace Spine.Unity.Examples { public class BoneLocalOverride : MonoBehaviour { [SpineBone] public string boneName; [Space] [Range(0, 1)] public float alpha = 1; [Space] public bool overridePosition = true; public Vector2 localPosition; [Space] public bool overrideRotation = true; [Range(0, 360)] public float rotation = 0; ISkeletonAnimation spineComponent; Bone bone; #if UNITY_EDITOR void OnValidate () { if (Application.isPlaying) return; if (spineComponent == null) spineComponent = GetComponent(); if (spineComponent.IsNullOrDestroyed()) return; if (bone != null) bone.SetToSetupPose(); OverrideLocal(spineComponent); } #endif void Awake () { spineComponent = GetComponent(); if (spineComponent == null) { this.enabled = false; return; } spineComponent.UpdateLocal += OverrideLocal; if (bone == null) { this.enabled = false; return; } } void OverrideLocal (ISkeletonAnimation animated) { if (bone == null || bone.Data.Name != boneName) { if (string.IsNullOrEmpty(boneName)) return; bone = spineComponent.Skeleton.FindBone(boneName); if (bone == null) { Debug.LogFormat("Cannot find bone: '{0}'", boneName); return; } } if (overridePosition) { bone.X = Mathf.Lerp(bone.X, localPosition.x, alpha); bone.Y = Mathf.Lerp(bone.Y, localPosition.y, alpha); } if (overrideRotation) bone.Rotation = Mathf.Lerp(bone.Rotation, rotation, alpha); } } }