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/******************************************************************************
* 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 Spine;
namespace Spine.Unity {
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
[ExecuteInEditMode]
[AddComponentMenu("Spine/SkeletonUtilityBone")]
public class SkeletonUtilityBone : MonoBehaviour {
public enum Mode {
Follow,
Override
}
public enum UpdatePhase {
Local,
World,
Complete
}
#region Inspector
/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
public string boneName;
public Transform parentReference;
public Mode mode;
public bool position, rotation, scale, zPosition = true;
[Range(0f, 1f)]
public float overrideAlpha = 1;
#endregion
[System.NonSerialized] public SkeletonUtility skeletonUtility;
[System.NonSerialized] public Bone bone;
[System.NonSerialized] public bool transformLerpComplete;
[System.NonSerialized] public bool valid;
Transform cachedTransform;
Transform skeletonTransform;
bool incompatibleTransformMode;
public bool IncompatibleTransformMode { get { return incompatibleTransformMode; } }
public void Reset () {
bone = null;
cachedTransform = transform;
valid = skeletonUtility != null && skeletonUtility.skeletonRenderer != null && skeletonUtility.skeletonRenderer.valid;
if (!valid)
return;
skeletonTransform = skeletonUtility.transform;
skeletonUtility.OnReset -= HandleOnReset;
skeletonUtility.OnReset += HandleOnReset;
DoUpdate(UpdatePhase.Local);
}
void OnEnable () {
skeletonUtility = transform.GetComponentInParent<SkeletonUtility>();
if (skeletonUtility == null)
return;
skeletonUtility.RegisterBone(this);
skeletonUtility.OnReset += HandleOnReset;
}
void HandleOnReset () {
Reset();
}
void OnDisable () {
if (skeletonUtility != null) {
skeletonUtility.OnReset -= HandleOnReset;
skeletonUtility.UnregisterBone(this);
}
}
public void DoUpdate (UpdatePhase phase) {
if (!valid) {
Reset();
return;
}
var skeleton = skeletonUtility.skeletonRenderer.skeleton;
if (bone == null) {
if (string.IsNullOrEmpty(boneName)) return;
bone = skeleton.FindBone(boneName);
if (bone == null) {
Debug.LogError("Bone not found: " + boneName, this);
return;
}
}
var thisTransform = cachedTransform;
float skeletonFlipRotation = (skeleton.flipX ^ skeleton.flipY) ? -1f : 1f;
if (mode == Mode.Follow) {
switch (phase) {
case UpdatePhase.Local:
if (position)
thisTransform.localPosition = new Vector3(bone.x, bone.y, 0);
if (rotation) {
if (bone.data.transformMode.InheritsRotation()) {
thisTransform.localRotation = Quaternion.Euler(0, 0, bone.rotation);
} else {
Vector3 euler = skeletonTransform.rotation.eulerAngles;
thisTransform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z + (bone.WorldRotationX * skeletonFlipRotation));
}
}
if (scale) {
thisTransform.localScale = new Vector3(bone.scaleX, bone.scaleY, 1f);
incompatibleTransformMode = BoneTransformModeIncompatible(bone);
}
break;
case UpdatePhase.World:
case UpdatePhase.Complete:
// Use Applied transform values (ax, ay, AppliedRotation, ascale) if world values were modified by constraints.
if (!bone.appliedValid)
bone.UpdateAppliedTransform();
if (position)
thisTransform.localPosition = new Vector3(bone.ax, bone.ay, 0);
if (rotation) {
if (bone.data.transformMode.InheritsRotation()) {
thisTransform.localRotation = Quaternion.Euler(0, 0, bone.AppliedRotation);
} else {
Vector3 euler = skeletonTransform.rotation.eulerAngles;
thisTransform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z + (bone.WorldRotationX * skeletonFlipRotation));
}
}
if (scale) {
thisTransform.localScale = new Vector3(bone.ascaleX, bone.ascaleY, 1f);
incompatibleTransformMode = BoneTransformModeIncompatible(bone);
}
break;
}
} else if (mode == Mode.Override) {
if (transformLerpComplete)
return;
if (parentReference == null) {
if (position) {
Vector3 clp = thisTransform.localPosition;
bone.x = Mathf.Lerp(bone.x, clp.x, overrideAlpha);
bone.y = Mathf.Lerp(bone.y, clp.y, overrideAlpha);
}
if (rotation) {
float angle = Mathf.LerpAngle(bone.Rotation, thisTransform.localRotation.eulerAngles.z, overrideAlpha);
bone.Rotation = angle;
bone.AppliedRotation = angle;
}
if (scale) {
Vector3 cls = thisTransform.localScale;
bone.scaleX = Mathf.Lerp(bone.scaleX, cls.x, overrideAlpha);
bone.scaleY = Mathf.Lerp(bone.scaleY, cls.y, overrideAlpha);
}
} else {
if (transformLerpComplete)
return;
if (position) {
Vector3 pos = parentReference.InverseTransformPoint(thisTransform.position);
bone.x = Mathf.Lerp(bone.x, pos.x, overrideAlpha);
bone.y = Mathf.Lerp(bone.y, pos.y, overrideAlpha);
}
if (rotation) {
float angle = Mathf.LerpAngle(bone.Rotation, Quaternion.LookRotation(Vector3.forward, parentReference.InverseTransformDirection(thisTransform.up)).eulerAngles.z, overrideAlpha);
bone.Rotation = angle;
bone.AppliedRotation = angle;
}
if (scale) {
Vector3 cls = thisTransform.localScale;
bone.scaleX = Mathf.Lerp(bone.scaleX, cls.x, overrideAlpha);
bone.scaleY = Mathf.Lerp(bone.scaleY, cls.y, overrideAlpha);
}
incompatibleTransformMode = BoneTransformModeIncompatible(bone);
}
transformLerpComplete = true;
}
}
public static bool BoneTransformModeIncompatible (Bone bone) {
return !bone.data.transformMode.InheritsScale();
}
public void AddBoundingBox (string skinName, string slotName, string attachmentName) {
SkeletonUtility.AddBoundingBoxGameObject(bone.skeleton, skinName, slotName, attachmentName, transform);
}
#if UNITY_EDITOR
void OnDrawGizmos () {
if (IncompatibleTransformMode)
Gizmos.DrawIcon(transform.position + new Vector3(0, 0.128f, 0), "icon-warning");
}
#endif
}
}