You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

367 lines
12 KiB

2 years ago
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using System.Collections.Generic;
using Spine;
namespace Spine.Unity {
[RequireComponent(typeof(ISkeletonAnimation))]
[ExecuteInEditMode]
public class SkeletonUtility : MonoBehaviour {
#region BoundingBoxAttachment
public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName);
if (skin == null) {
Debug.LogError("Skin " + skinName + " not found!");
return null;
}
var attachment = skin.GetAttachment(skeleton.FindSlotIndex(slotName), attachmentName);
if (attachment == null) {
Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.name);
return null;
}
var box = attachment as BoundingBoxAttachment;
if (box != null) {
var slot = skeleton.FindSlot(slotName);
return AddBoundingBoxGameObject(box.Name, box, slot, parent, isTrigger);
} else {
Debug.LogFormat("Attachment '{0}' was not a Bounding Box.", attachmentName);
return null;
}
}
public static PolygonCollider2D AddBoundingBoxGameObject (string name, BoundingBoxAttachment box, Slot slot, Transform parent, bool isTrigger = true) {
var go = new GameObject("[BoundingBox]" + (string.IsNullOrEmpty(name) ? box.Name : name));
var got = go.transform;
got.parent = parent;
got.localPosition = Vector3.zero;
got.localRotation = Quaternion.identity;
got.localScale = Vector3.one;
return AddBoundingBoxAsComponent(box, slot, go, isTrigger);
}
public static PolygonCollider2D AddBoundingBoxAsComponent (BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true, bool isKinematic = true, float gravityScale = 0f) {
if (box == null) return null;
if (slot.bone != slot.Skeleton.RootBone) {
var rb = gameObject.GetComponent<Rigidbody2D>();
if (rb == null) {
rb = gameObject.AddComponent<Rigidbody2D>();
rb.isKinematic = isKinematic;
rb.gravityScale = gravityScale;
}
}
var collider = gameObject.AddComponent<PolygonCollider2D>();
collider.isTrigger = isTrigger;
SetColliderPointsLocal(collider, slot, box);
return collider;
}
public static void SetColliderPointsLocal (PolygonCollider2D collider, Slot slot, BoundingBoxAttachment box) {
if (box == null) return;
if (box.IsWeighted()) Debug.LogWarning("UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider points will not be animated and may have incorrect orientation. If you want to use it as a collider, please remove weights and animations from the bounding box in Spine editor.");
var verts = box.GetLocalVertices(slot, null);
collider.SetPath(0, verts);
}
public static Bounds GetBoundingBoxBounds (BoundingBoxAttachment boundingBox, float depth = 0) {
float[] floats = boundingBox.Vertices;
int floatCount = floats.Length;
Bounds bounds = new Bounds();
bounds.center = new Vector3(floats[0], floats[1], 0);
for (int i = 2; i < floatCount; i += 2)
bounds.Encapsulate(new Vector3(floats[i], floats[i + 1], 0));
Vector3 size = bounds.size;
size.z = depth;
bounds.size = size;
return bounds;
}
#endregion
public delegate void SkeletonUtilityDelegate ();
public event SkeletonUtilityDelegate OnReset;
public Transform boneRoot;
void Update () {
var skeleton = skeletonRenderer.skeleton;
if (boneRoot != null && skeleton != null) {
Vector3 flipScale = Vector3.one;
if (skeleton.FlipX)
flipScale.x = -1;
if (skeleton.FlipY)
flipScale.y = -1;
boneRoot.localScale = flipScale;
}
}
[HideInInspector]
public SkeletonRenderer skeletonRenderer;
[HideInInspector]
public ISkeletonAnimation skeletonAnimation;
[System.NonSerialized]
public List<SkeletonUtilityBone> utilityBones = new List<SkeletonUtilityBone>();
[System.NonSerialized]
public List<SkeletonUtilityConstraint> utilityConstraints = new List<SkeletonUtilityConstraint>();
protected bool hasTransformBones;
protected bool hasUtilityConstraints;
protected bool needToReprocessBones;
void OnEnable () {
if (skeletonRenderer == null) {
skeletonRenderer = GetComponent<SkeletonRenderer>();
}
if (skeletonAnimation == null) {
skeletonAnimation = GetComponent<SkeletonAnimation>();
if (skeletonAnimation == null)
skeletonAnimation = GetComponent<SkeletonAnimator>();
}
skeletonRenderer.OnRebuild -= HandleRendererReset;
skeletonRenderer.OnRebuild += HandleRendererReset;
if (skeletonAnimation != null) {
skeletonAnimation.UpdateLocal -= UpdateLocal;
skeletonAnimation.UpdateLocal += UpdateLocal;
}
CollectBones();
}
void Start () {
//recollect because order of operations failure when switching between game mode and edit mode...
CollectBones();
}
void OnDisable () {
skeletonRenderer.OnRebuild -= HandleRendererReset;
if (skeletonAnimation != null) {
skeletonAnimation.UpdateLocal -= UpdateLocal;
skeletonAnimation.UpdateWorld -= UpdateWorld;
skeletonAnimation.UpdateComplete -= UpdateComplete;
}
}
void HandleRendererReset (SkeletonRenderer r) {
if (OnReset != null)
OnReset();
CollectBones();
}
public void RegisterBone (SkeletonUtilityBone bone) {
if (utilityBones.Contains(bone))
return;
else {
utilityBones.Add(bone);
needToReprocessBones = true;
}
}
public void UnregisterBone (SkeletonUtilityBone bone) {
utilityBones.Remove(bone);
}
public void RegisterConstraint (SkeletonUtilityConstraint constraint) {
if (utilityConstraints.Contains(constraint))
return;
else {
utilityConstraints.Add(constraint);
needToReprocessBones = true;
}
}
public void UnregisterConstraint (SkeletonUtilityConstraint constraint) {
utilityConstraints.Remove(constraint);
}
public void CollectBones () {
var skeleton = skeletonRenderer.skeleton;
if (skeleton == null) return;
if (boneRoot != null) {
var constraintTargets = new List<System.Object>();
var ikConstraints = skeleton.IkConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++)
constraintTargets.Add(ikConstraints.Items[i].target);
var transformConstraints = skeleton.TransformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++)
constraintTargets.Add(transformConstraints.Items[i].target);
var utilityBones = this.utilityBones;
for (int i = 0, n = utilityBones.Count; i < n; i++) {
var b = utilityBones[i];
if (b.bone == null) continue;
hasTransformBones |= (b.mode == SkeletonUtilityBone.Mode.Override);
hasUtilityConstraints |= constraintTargets.Contains(b.bone);
}
hasUtilityConstraints |= utilityConstraints.Count > 0;
if (skeletonAnimation != null) {
skeletonAnimation.UpdateWorld -= UpdateWorld;
skeletonAnimation.UpdateComplete -= UpdateComplete;
if (hasTransformBones || hasUtilityConstraints)
skeletonAnimation.UpdateWorld += UpdateWorld;
if (hasUtilityConstraints)
skeletonAnimation.UpdateComplete += UpdateComplete;
}
needToReprocessBones = false;
} else {
utilityBones.Clear();
utilityConstraints.Clear();
}
}
void UpdateLocal (ISkeletonAnimation anim) {
if (needToReprocessBones)
CollectBones();
var utilityBones = this.utilityBones;
if (utilityBones == null) return;
for (int i = 0, n = utilityBones.Count; i < n; i++)
utilityBones[i].transformLerpComplete = false;
UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Local);
}
void UpdateWorld (ISkeletonAnimation anim) {
UpdateAllBones(SkeletonUtilityBone.UpdatePhase.World);
for (int i = 0, n = utilityConstraints.Count; i < n; i++)
utilityConstraints[i].DoUpdate();
}
void UpdateComplete (ISkeletonAnimation anim) {
UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Complete);
}
void UpdateAllBones (SkeletonUtilityBone.UpdatePhase phase) {
if (boneRoot == null)
CollectBones();
var utilityBones = this.utilityBones;
if (utilityBones == null) return;
for (int i = 0, n = utilityBones.Count; i < n; i++)
utilityBones[i].DoUpdate(phase);
}
public Transform GetBoneRoot () {
if (boneRoot != null)
return boneRoot;
boneRoot = new GameObject("SkeletonUtility-Root").transform;
boneRoot.parent = transform;
boneRoot.localPosition = Vector3.zero;
boneRoot.localRotation = Quaternion.identity;
boneRoot.localScale = Vector3.one;
return boneRoot;
}
public GameObject SpawnRoot (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GetBoneRoot();
Skeleton skeleton = this.skeletonRenderer.skeleton;
GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
CollectBones();
return go;
}
public GameObject SpawnHierarchy (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GetBoneRoot();
Skeleton skeleton = this.skeletonRenderer.skeleton;
GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
CollectBones();
return go;
}
public GameObject SpawnBoneRecursively (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca);
ExposedList<Bone> childrenBones = bone.Children;
for (int i = 0, n = childrenBones.Count; i < n; i++) {
Bone child = childrenBones.Items[i];
SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca);
}
return go;
}
public GameObject SpawnBone (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GameObject go = new GameObject(bone.Data.Name);
go.transform.parent = parent;
SkeletonUtilityBone b = go.AddComponent<SkeletonUtilityBone>();
b.skeletonUtility = this;
b.position = pos;
b.rotation = rot;
b.scale = sca;
b.mode = mode;
b.zPosition = true;
b.Reset();
b.bone = bone;
b.boneName = bone.Data.Name;
b.valid = true;
if (mode == SkeletonUtilityBone.Mode.Override) {
if (rot)
go.transform.localRotation = Quaternion.Euler(0, 0, b.bone.AppliedRotation);
if (pos)
go.transform.localPosition = new Vector3(b.bone.X, b.bone.Y, 0);
go.transform.localScale = new Vector3(b.bone.scaleX, b.bone.scaleY, 0);
}
return go;
}
}
}