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(); float scale = canvas.referencePixelsPerUnit; if (skeletonTransformIsParent) { // Recommended setup: Use local transform properties if Spine GameObject is the immediate parent thisTransform.localPosition = new Vector3(bone.worldX * scale, bone.worldY * scale, followZPosition ? 0f : thisTransform.localPosition.z); if (followBoneRotation) thisTransform.localRotation = bone.GetQuaternion(); } else { // For special cases: Use transform world properties if transform relationship is complicated Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX * scale, bone.worldY * scale, 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; thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + boneWorldRotation)); } 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; } } }