/****************************************************************************** * 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 System; using UnityEngine; namespace Spine.Unity { /// Sets a GameObject's transform to match a bone on a Spine skeleton. [ExecuteInEditMode] [AddComponentMenu("Spine/BoneFollower")] public class BoneFollower : MonoBehaviour { #region Inspector public SkeletonRenderer skeletonRenderer; public SkeletonRenderer SkeletonRenderer { get { return skeletonRenderer; } set { skeletonRenderer = value; Initialize(); } } /// 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: "skeletonRenderer")] [SerializeField] public string boneName; public bool followZPosition = true; 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; [UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")] public bool initializeOnAwake = true; #endregion [NonSerialized] public bool valid; /// /// The bone. /// [NonSerialized] public Bone bone; Transform skeletonTransform; bool skeletonTransformIsParent; /// /// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly. public bool SetBone (string name) { bone = skeletonRenderer.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 HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) { Initialize(); } public void Initialize () { bone = null; valid = skeletonRenderer != null && skeletonRenderer.valid; if (!valid) return; skeletonTransform = skeletonRenderer.transform; skeletonRenderer.OnRebuild -= HandleRebuildRenderer; skeletonRenderer.OnRebuild += HandleRebuildRenderer; skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent); if (!string.IsNullOrEmpty(boneName)) bone = skeletonRenderer.skeleton.FindBone(boneName); #if UNITY_EDITOR if (Application.isEditor) LateUpdate(); #endif } void OnDestroy () { if (skeletonRenderer != null) skeletonRenderer.OnRebuild -= HandleRebuildRenderer; } 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 = skeletonRenderer.skeleton.FindBone(boneName); if (!SetBone(boneName)) return; } Transform thisTransform = this.transform; if (skeletonTransformIsParent) { // Recommended setup: Use local transform properties if Spine GameObject is the immediate parent thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z); if (followBoneRotation) { float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f; if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation. halfRotation += Mathf.PI * 0.5f; var q = default(Quaternion); q.z = Mathf.Sin(halfRotation); q.w = Mathf.Cos(halfRotation); thisTransform.localRotation = q; } } else { // For special cases: Use transform world properties if transform relationship is complicated Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f)); if (!followZPosition) targetWorldPosition.z = thisTransform.position.z; float boneWorldRotation = bone.WorldRotationX; Transform transformParent = thisTransform.parent; if (transformParent != null) { Matrix4x4 m = transformParent.localToWorldMatrix; if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative boneWorldRotation = -boneWorldRotation; } if (followBoneRotation) { Vector3 worldRotation = skeletonTransform.rotation.eulerAngles; if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f; #if UNITY_5_6_OR_NEWER thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation)); #else thisTransform.position = targetWorldPosition; thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + bone.WorldRotationX); #endif } else { thisTransform.position = targetWorldPosition; } } Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f); if (followSkeletonFlip) localScale.y *= bone.skeleton.flipX ^ bone.skeleton.flipY ? -1f : 1f; thisTransform.localScale = localScale; } } }