/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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 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 () { var skeletonAnimation = GetComponent(); var skeleton = skeletonAnimation.Skeleton; 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); } } }