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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;
namespace Spine.Unity.Modules {
public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
public Transform[] eyes;
public float radius = 0.5f;
public Transform target;
public Vector3 targetPosition;
public float speed = 10;
Vector3[] origins;
Vector3 centerPoint;
protected override void OnEnable () {
if (!Application.isPlaying)
return;
base.OnEnable();
Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
origins = new Vector3[eyes.Length];
for (int i = 0; i < eyes.Length; i++) {
origins[i] = eyes[i].localPosition;
centerBounds.Encapsulate(origins[i]);
}
centerPoint = centerBounds.center;
}
protected override void OnDisable () {
if (!Application.isPlaying)
return;
base.OnDisable();
}
public override void DoUpdate () {
if (target != null)
targetPosition = target.position;
Vector3 goal = targetPosition;
Vector3 center = transform.TransformPoint(centerPoint);
Vector3 dir = goal - center;
if (dir.magnitude > 1)
dir.Normalize();
for (int i = 0; i < eyes.Length; i++) {
center = transform.TransformPoint(origins[i]);
eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius), speed * Time.deltaTime);
}
}
}
}