You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
139 lines
5.5 KiB
139 lines
5.5 KiB
/******************************************************************************
|
|
* 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.Modules {
|
|
|
|
// SkeletonUtilityKinematicShadow allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies.
|
|
// Note: Uncheck "useRootTransformIfNull
|
|
public class SkeletonUtilityKinematicShadow : MonoBehaviour {
|
|
#region Inspector
|
|
[Tooltip("If checked, the hinge chain can inherit your root transform's velocity or position/rotation changes.")]
|
|
public bool detachedShadow = false;
|
|
public Transform parent;
|
|
public bool hideShadow = true;
|
|
public PhysicsSystem physicsSystem = PhysicsSystem.Physics3D;
|
|
#endregion
|
|
|
|
GameObject shadowRoot;
|
|
readonly List<TransformPair> shadowTable = new List<TransformPair>();
|
|
struct TransformPair {
|
|
public Transform dest, src;
|
|
}
|
|
|
|
public enum PhysicsSystem {
|
|
Physics2D,
|
|
Physics3D
|
|
};
|
|
|
|
void Start () {
|
|
// Duplicate this gameObject as the "shadow" with a different parent.
|
|
shadowRoot = Instantiate<GameObject>(this.gameObject);
|
|
Destroy(shadowRoot.GetComponent<SkeletonUtilityKinematicShadow>());
|
|
|
|
// Prepare shadow gameObject's properties.
|
|
var shadowRootTransform = shadowRoot.transform;
|
|
shadowRootTransform.position = transform.position;
|
|
shadowRootTransform.rotation = transform.rotation;
|
|
|
|
Vector3 scaleRef = transform.TransformPoint(Vector3.right);
|
|
float scale = Vector3.Distance(transform.position, scaleRef);
|
|
shadowRootTransform.localScale = Vector3.one;
|
|
|
|
if (!detachedShadow) {
|
|
// Do not change to null coalescing operator (??). Unity overloads null checks for UnityEngine.Objects but not the ?? operator.
|
|
if (parent == null)
|
|
shadowRootTransform.parent = transform.root;
|
|
else
|
|
shadowRootTransform.parent = parent;
|
|
}
|
|
|
|
if (hideShadow)
|
|
shadowRoot.hideFlags = HideFlags.HideInHierarchy;
|
|
|
|
var shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
|
|
foreach (Joint j in shadowJoints)
|
|
j.connectedAnchor *= scale;
|
|
|
|
// Build list of bone pairs (matches shadow transforms with bone transforms)
|
|
var bones = GetComponentsInChildren<SkeletonUtilityBone>();
|
|
var shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
|
|
foreach (var b in bones) {
|
|
if (b.gameObject == this.gameObject)
|
|
continue;
|
|
|
|
System.Type checkType = (physicsSystem == PhysicsSystem.Physics2D) ? typeof(Rigidbody2D) : typeof(Rigidbody);
|
|
foreach (var sb in shadowBones) {
|
|
if (sb.GetComponent(checkType) != null && sb.boneName == b.boneName) {
|
|
shadowTable.Add(new TransformPair {
|
|
dest = b.transform,
|
|
src = sb.transform
|
|
});
|
|
break;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Destroy conflicting and unneeded components
|
|
DestroyComponents(shadowBones);
|
|
|
|
DestroyComponents(GetComponentsInChildren<Joint>());
|
|
DestroyComponents(GetComponentsInChildren<Rigidbody>());
|
|
DestroyComponents(GetComponentsInChildren<Collider>());
|
|
}
|
|
|
|
static void DestroyComponents (Component[] components) {
|
|
for (int i = 0, n = components.Length; i < n; i++)
|
|
Destroy(components[i]);
|
|
}
|
|
|
|
void FixedUpdate () {
|
|
if (physicsSystem == PhysicsSystem.Physics2D) {
|
|
var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody2D>();
|
|
shadowRootRigidbody.MovePosition(transform.position);
|
|
shadowRootRigidbody.MoveRotation(transform.rotation.eulerAngles.z);
|
|
} else {
|
|
var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody>();
|
|
shadowRootRigidbody.MovePosition(transform.position);
|
|
shadowRootRigidbody.MoveRotation(transform.rotation);
|
|
}
|
|
|
|
for (int i = 0, n = shadowTable.Count; i < n; i++) {
|
|
var pair = shadowTable[i];
|
|
pair.dest.localPosition = pair.src.localPosition;
|
|
pair.dest.localRotation = pair.src.localRotation;
|
|
}
|
|
}
|
|
}
|
|
}
|