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/******************************************************************************
* 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 {
[ExecuteInEditMode]
public class BoundingBoxFollower : MonoBehaviour {
internal static bool DebugMessages = true;
#region Inspector
public SkeletonRenderer skeletonRenderer;
[SpineSlot(dataField: "skeletonRenderer", containsBoundingBoxes: true)]
public string slotName;
public bool isTrigger;
public bool clearStateOnDisable = true;
#endregion
Slot slot;
BoundingBoxAttachment currentAttachment;
string currentAttachmentName;
PolygonCollider2D currentCollider;
public readonly Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
public readonly Dictionary<BoundingBoxAttachment, string> nameTable = new Dictionary<BoundingBoxAttachment, string>();
public Slot Slot { get { return slot; } }
public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
public string CurrentAttachmentName { get { return currentAttachmentName; } }
public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
public bool IsTrigger { get { return isTrigger; } }
void Start () {
Initialize();
}
void OnEnable () {
if (skeletonRenderer != null) {
skeletonRenderer.OnRebuild -= HandleRebuild;
skeletonRenderer.OnRebuild += HandleRebuild;
}
Initialize();
}
void HandleRebuild (SkeletonRenderer sr) {
//if (BoundingBoxFollower.DebugMessages) Debug.Log("Skeleton was rebuilt. Repopulating BoundingBoxFollower.");
Initialize();
}
/// <summary>
/// Initialize and instantiate the BoundingBoxFollower colliders. This is method checks if the BoundingBoxFollower has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.</summary>
public void Initialize (bool overwrite = false) {
if (skeletonRenderer == null)
return;
skeletonRenderer.Initialize(false);
if (string.IsNullOrEmpty(slotName))
return;
// Don't reinitialize if the setup did not change.
if (!overwrite
&&
colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
&&
skeletonRenderer.skeleton == slot.Skeleton // Skeleton object did not change.
&&
slotName == slot.data.name // Slot object did not change.
)
return;
DisposeColliders();
var skeleton = skeletonRenderer.skeleton;
slot = skeleton.FindSlot(slotName);
int slotIndex = skeleton.FindSlotIndex(slotName);
if (slot == null) {
if (BoundingBoxFollower.DebugMessages)
Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollower on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
return;
}
if (this.gameObject.activeInHierarchy) {
foreach (var skin in skeleton.Data.Skins)
AddSkin(skin, slotIndex);
if (skeleton.skin != null)
AddSkin(skeleton.skin, slotIndex);
}
if (BoundingBoxFollower.DebugMessages) {
bool valid = colliderTable.Count != 0;
if (!valid) {
if (this.gameObject.activeInHierarchy)
Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
else
Debug.LogWarning("Bounding Box Follower tried to rebuild as a prefab.");
}
}
}
void AddSkin (Skin skin, int slotIndex) {
if (skin == null) return;
var attachmentNames = new List<string>();
skin.FindNamesForSlot(slotIndex, attachmentNames);
foreach (var skinKey in attachmentNames) {
var attachment = skin.GetAttachment(slotIndex, skinKey);
var boundingBoxAttachment = attachment as BoundingBoxAttachment;
if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
if (boundingBoxAttachment != null) {
if (!colliderTable.ContainsKey(boundingBoxAttachment)) {
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
bbCollider.enabled = false;
bbCollider.hideFlags = HideFlags.NotEditable;
bbCollider.isTrigger = IsTrigger;
colliderTable.Add(boundingBoxAttachment, bbCollider);
nameTable.Add(boundingBoxAttachment, skinKey);
}
}
}
}
void OnDisable () {
if (clearStateOnDisable)
ClearState();
}
public void ClearState () {
if (colliderTable != null)
foreach (var col in colliderTable.Values)
col.enabled = false;
currentAttachment = null;
currentAttachmentName = null;
currentCollider = null;
}
void DisposeColliders () {
var colliders = GetComponents<PolygonCollider2D>();
if (colliders.Length == 0) return;
if (Application.isEditor) {
if (Application.isPlaying) {
foreach (var c in colliders) {
if (c != null)
Destroy(c);
}
} else {
foreach (var c in colliders)
if (c != null)
DestroyImmediate(c);
}
} else {
foreach (PolygonCollider2D c in colliders)
if (c != null)
Destroy(c);
}
slot = null;
currentAttachment = null;
currentAttachmentName = null;
currentCollider = null;
colliderTable.Clear();
nameTable.Clear();
}
void LateUpdate () {
if (slot != null && slot.Attachment != currentAttachment)
MatchAttachment(slot.Attachment);
}
/// <summary>Sets the current collider to match attachment.</summary>
/// <param name="attachment">If the attachment is not a bounding box, it will be treated as null.</param>
void MatchAttachment (Attachment attachment) {
var bbAttachment = attachment as BoundingBoxAttachment;
if (BoundingBoxFollower.DebugMessages && attachment != null && bbAttachment == null)
Debug.LogWarning("BoundingBoxFollower tried to match a non-boundingbox attachment. It will treat it as null.");
if (currentCollider != null)
currentCollider.enabled = false;
if (bbAttachment == null) {
currentCollider = null;
currentAttachment = null;
currentAttachmentName = null;
} else {
PolygonCollider2D foundCollider;
colliderTable.TryGetValue(bbAttachment, out foundCollider);
if (foundCollider != null) {
currentCollider = foundCollider;
currentCollider.enabled = true;
currentAttachment = bbAttachment;
currentAttachmentName = nameTable[bbAttachment];
} else {
currentCollider = null;
currentAttachment = bbAttachment;
currentAttachmentName = null;
if (BoundingBoxFollower.DebugMessages) Debug.LogFormat("Collider for BoundingBoxAttachment named '{0}' was not initialized. It is possibly from a new skin. currentAttachmentName will be null. You may need to call BoundingBoxFollower.Initialize(overwrite: true);", bbAttachment.Name);
}
}
}
}
}