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88 lines
3.1 KiB
88 lines
3.1 KiB
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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namespace Spine.Unity.Modules {
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public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
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public Transform[] eyes;
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public float radius = 0.5f;
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public Transform target;
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public Vector3 targetPosition;
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public float speed = 10;
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Vector3[] origins;
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Vector3 centerPoint;
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protected override void OnEnable () {
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if (!Application.isPlaying)
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return;
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base.OnEnable();
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Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
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origins = new Vector3[eyes.Length];
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for (int i = 0; i < eyes.Length; i++) {
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origins[i] = eyes[i].localPosition;
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centerBounds.Encapsulate(origins[i]);
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}
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centerPoint = centerBounds.center;
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}
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protected override void OnDisable () {
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if (!Application.isPlaying)
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return;
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base.OnDisable();
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}
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public override void DoUpdate () {
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if (target != null)
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targetPosition = target.position;
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Vector3 goal = targetPosition;
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Vector3 center = transform.TransformPoint(centerPoint);
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Vector3 dir = goal - center;
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if (dir.magnitude > 1)
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dir.Normalize();
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for (int i = 0; i < eyes.Length; i++) {
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center = transform.TransformPoint(origins[i]);
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eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius), speed * Time.deltaTime);
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}
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}
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}
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}
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