/****************************************************************************** * 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(); } 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); } } }