using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity {
[ExecuteInEditMode]
[DisallowMultipleComponent]
[AddComponentMenu("Spine/UI/BoneFollowerGraphic")]
public class BoneFollowerGraphic : MonoBehaviour {
public SkeletonGraphic skeletonGraphic;
public SkeletonGraphic SkeletonGraphic {
get { return skeletonGraphic; }
set {
skeletonGraphic = value;
Initialize();
}
}
public bool initializeOnAwake = true;
/// If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.
[SpineBone(dataField: "skeletonGraphic")]
[SerializeField] public string boneName;
public bool followBoneRotation = true;
[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
public bool followSkeletonFlip = true;
[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
public bool followLocalScale = false;
public bool followZPosition = true;
[System.NonSerialized] public Bone bone;
Transform skeletonTransform;
bool skeletonTransformIsParent;
[System.NonSerialized] public bool valid;
///
/// Sets the target bone by its bone name. Returns false if no bone was found.
public bool SetBone (string name) {
bone = skeletonGraphic.Skeleton.FindBone(name);
if (bone == null) {
Debug.LogError("Bone not found: " + name, this);
return false;
}
boneName = name;
return true;
}
public void Awake () {
if (initializeOnAwake) Initialize();
}
public void Initialize () {
bone = null;
valid = skeletonGraphic != null && skeletonGraphic.IsValid;
if (!valid) return;
skeletonTransform = skeletonGraphic.transform;
// skeletonGraphic.OnRebuild -= HandleRebuildRenderer;
// skeletonGraphic.OnRebuild += HandleRebuildRenderer;
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
if (!string.IsNullOrEmpty(boneName))
bone = skeletonGraphic.Skeleton.FindBone(boneName);
#if UNITY_EDITOR
if (Application.isEditor) {
LateUpdate();
}
#endif
}
public void LateUpdate () {
if (!valid) {
Initialize();
return;
}
#if UNITY_EDITOR
if (!Application.isPlaying)
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
#endif
if (bone == null) {
if (string.IsNullOrEmpty(boneName)) return;
bone = skeletonGraphic.Skeleton.FindBone(boneName);
if (!SetBone(boneName)) return;
}
var thisTransform = this.transform as RectTransform;
if (thisTransform == null) return;
var canvas = skeletonGraphic.canvas;
if (canvas == null) canvas = skeletonGraphic.GetComponentInParent