/****************************************************************************** * 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; namespace Spine.Unity.Modules { public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint { public Transform[] eyes; public float radius = 0.5f; public Transform target; public Vector3 targetPosition; public float speed = 10; Vector3[] origins; Vector3 centerPoint; protected override void OnEnable () { if (!Application.isPlaying) return; base.OnEnable(); Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero); origins = new Vector3[eyes.Length]; for (int i = 0; i < eyes.Length; i++) { origins[i] = eyes[i].localPosition; centerBounds.Encapsulate(origins[i]); } centerPoint = centerBounds.center; } protected override void OnDisable () { if (!Application.isPlaying) return; base.OnDisable(); } public override void DoUpdate () { if (target != null) targetPosition = target.position; Vector3 goal = targetPosition; Vector3 center = transform.TransformPoint(centerPoint); Vector3 dir = goal - center; if (dir.magnitude > 1) dir.Normalize(); for (int i = 0; i < eyes.Length; i++) { center = transform.TransformPoint(origins[i]); eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius), speed * Time.deltaTime); } } } }