/****************************************************************************** * 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. *****************************************************************************/ using UnityEngine; using System.Collections.Generic; namespace Spine.Unity.Modules { // SkeletonUtilityKinematicShadow allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies. // Note: Uncheck "useRootTransformIfNull public class SkeletonUtilityKinematicShadow : MonoBehaviour { #region Inspector [Tooltip("If checked, the hinge chain can inherit your root transform's velocity or position/rotation changes.")] public bool detachedShadow = false; public Transform parent; public bool hideShadow = true; public PhysicsSystem physicsSystem = PhysicsSystem.Physics3D; #endregion GameObject shadowRoot; readonly List shadowTable = new List(); struct TransformPair { public Transform dest, src; } public enum PhysicsSystem { Physics2D, Physics3D }; void Start () { // Duplicate this gameObject as the "shadow" with a different parent. shadowRoot = Instantiate(this.gameObject); Destroy(shadowRoot.GetComponent()); // Prepare shadow gameObject's properties. var shadowRootTransform = shadowRoot.transform; shadowRootTransform.position = transform.position; shadowRootTransform.rotation = transform.rotation; Vector3 scaleRef = transform.TransformPoint(Vector3.right); float scale = Vector3.Distance(transform.position, scaleRef); shadowRootTransform.localScale = Vector3.one; if (!detachedShadow) { // Do not change to null coalescing operator (??). Unity overloads null checks for UnityEngine.Objects but not the ?? operator. if (parent == null) shadowRootTransform.parent = transform.root; else shadowRootTransform.parent = parent; } if (hideShadow) shadowRoot.hideFlags = HideFlags.HideInHierarchy; var shadowJoints = shadowRoot.GetComponentsInChildren(); foreach (Joint j in shadowJoints) j.connectedAnchor *= scale; // Build list of bone pairs (matches shadow transforms with bone transforms) var bones = GetComponentsInChildren(); var shadowBones = shadowRoot.GetComponentsInChildren(); foreach (var b in bones) { if (b.gameObject == this.gameObject) continue; System.Type checkType = (physicsSystem == PhysicsSystem.Physics2D) ? typeof(Rigidbody2D) : typeof(Rigidbody); foreach (var sb in shadowBones) { if (sb.GetComponent(checkType) != null && sb.boneName == b.boneName) { shadowTable.Add(new TransformPair { dest = b.transform, src = sb.transform }); break; } } } // Destroy conflicting and unneeded components DestroyComponents(shadowBones); DestroyComponents(GetComponentsInChildren()); DestroyComponents(GetComponentsInChildren()); DestroyComponents(GetComponentsInChildren()); } static void DestroyComponents (Component[] components) { for (int i = 0, n = components.Length; i < n; i++) Destroy(components[i]); } void FixedUpdate () { if (physicsSystem == PhysicsSystem.Physics2D) { var shadowRootRigidbody = shadowRoot.GetComponent(); shadowRootRigidbody.MovePosition(transform.position); shadowRootRigidbody.MoveRotation(transform.rotation.eulerAngles.z); } else { var shadowRootRigidbody = shadowRoot.GetComponent(); shadowRootRigidbody.MovePosition(transform.position); shadowRootRigidbody.MoveRotation(transform.rotation); } for (int i = 0, n = shadowTable.Count; i < n; i++) { var pair = shadowTable[i]; pair.dest.localPosition = pair.src.localPosition; pair.dest.localRotation = pair.src.localRotation; } } } }