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.

155 lines
5.9 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 System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity {
[ExecuteInEditMode]
[AddComponentMenu("Spine/Point Follower")]
public class PointFollower : MonoBehaviour, IHasSkeletonRenderer, IHasSkeletonComponent {
[SerializeField] public SkeletonRenderer skeletonRenderer;
public SkeletonRenderer SkeletonRenderer { get { return this.skeletonRenderer; } }
public ISkeletonComponent SkeletonComponent { get { return skeletonRenderer as ISkeletonComponent; } }
[SpineSlot(dataField:"skeletonRenderer", includeNone: true)]
public string slotName;
[SpineAttachment(slotField:"slotName", dataField: "skeletonRenderer", fallbackToTextField:true, includeNone: true)]
public string pointAttachmentName;
public bool followRotation = true;
public bool followSkeletonFlip = true;
public bool followSkeletonZPosition = false;
Transform skeletonTransform;
bool skeletonTransformIsParent;
PointAttachment point;
Bone bone;
bool valid;
public bool IsValid { get { return valid; } }
public void Initialize () {
valid = skeletonRenderer != null && skeletonRenderer.valid;
if (!valid)
return;
UpdateReferences();
#if UNITY_EDITOR
if (Application.isEditor) LateUpdate();
#endif
}
private void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
Initialize();
}
void UpdateReferences () {
skeletonTransform = skeletonRenderer.transform;
skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
skeletonRenderer.OnRebuild += HandleRebuildRenderer;
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
bone = null;
point = null;
if (!string.IsNullOrEmpty(pointAttachmentName)) {
var skeleton = skeletonRenderer.skeleton;
int slotIndex = skeleton.FindSlotIndex(slotName);
if (slotIndex >= 0) {
var slot = skeleton.slots.Items[slotIndex];
bone = slot.bone;
point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
}
}
}
public void LateUpdate () {
#if UNITY_EDITOR
if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
#endif
if (point == null) {
if (string.IsNullOrEmpty(pointAttachmentName)) return;
UpdateReferences();
if (point == null) return;
}
Vector2 worldPos;
point.ComputeWorldPosition(bone, out worldPos.x, out worldPos.y);
float rotation = point.ComputeWorldRotation(bone);
Transform thisTransform = this.transform;
if (skeletonTransformIsParent) {
// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
thisTransform.localPosition = new Vector3(worldPos.x, worldPos.y, followSkeletonZPosition ? 0f : thisTransform.localPosition.z);
if (followRotation) {
float halfRotation = rotation * 0.5f * Mathf.Deg2Rad;
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(worldPos.x, worldPos.y, 0f));
if (!followSkeletonZPosition)
targetWorldPosition.z = thisTransform.position.z;
Transform transformParent = thisTransform.parent;
if (transformParent != null) {
Matrix4x4 m = transformParent.localToWorldMatrix;
if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
rotation = -rotation;
}
if (followRotation) {
Vector3 transformWorldRotation = skeletonTransform.rotation.eulerAngles;
thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(transformWorldRotation.x, transformWorldRotation.y, transformWorldRotation.z + rotation));
} else {
thisTransform.position = targetWorldPosition;
}
}
if (followSkeletonFlip) {
Vector3 localScale = thisTransform.localScale;
localScale.y = Mathf.Abs(localScale.y) * (bone.skeleton.flipX ^ bone.skeleton.flipY ? -1f : 1f);
thisTransform.localScale = localScale;
}
}
}
}