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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 System;
using UnityEngine;
namespace Spine.Unity {
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
[ExecuteInEditMode]
[AddComponentMenu("Spine/BoneFollower")]
public class BoneFollower : MonoBehaviour {
#region Inspector
public SkeletonRenderer skeletonRenderer;
public SkeletonRenderer SkeletonRenderer {
get { return skeletonRenderer; }
set {
skeletonRenderer = value;
Initialize();
}
}
/// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary>
[SpineBone(dataField: "skeletonRenderer")]
[SerializeField] public string boneName;
public bool followZPosition = true;
public bool followBoneRotation = true;
[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
public bool followSkeletonFlip = true;
[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
public bool followLocalScale = false;
[UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")]
public bool initializeOnAwake = true;
#endregion
[NonSerialized] public bool valid;
/// <summary>
/// The bone.
/// </summary>
[NonSerialized] public Bone bone;
Transform skeletonTransform;
bool skeletonTransformIsParent;
/// <summary>
/// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly.</summary>
public bool SetBone (string name) {
bone = skeletonRenderer.skeleton.FindBone(name);
if (bone == null) {
Debug.LogError("Bone not found: " + name, this);
return false;
}
boneName = name;
return true;
}
public void Awake () {
if (initializeOnAwake) Initialize();
}
public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
Initialize();
}
public void Initialize () {
bone = null;
valid = skeletonRenderer != null && skeletonRenderer.valid;
if (!valid) return;
skeletonTransform = skeletonRenderer.transform;
skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
skeletonRenderer.OnRebuild += HandleRebuildRenderer;
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
if (!string.IsNullOrEmpty(boneName))
bone = skeletonRenderer.skeleton.FindBone(boneName);
#if UNITY_EDITOR
if (Application.isEditor)
LateUpdate();
#endif
}
void OnDestroy () {
if (skeletonRenderer != null)
skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
}
public void LateUpdate () {
if (!valid) {
Initialize();
return;
}
#if UNITY_EDITOR
if (!Application.isPlaying)
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
#endif
if (bone == null) {
if (string.IsNullOrEmpty(boneName)) return;
bone = skeletonRenderer.skeleton.FindBone(boneName);
if (!SetBone(boneName)) return;
}
Transform thisTransform = this.transform;
if (skeletonTransformIsParent) {
// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
if (followBoneRotation) {
float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation.
halfRotation += Mathf.PI * 0.5f;
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(bone.worldX, bone.worldY, 0f));
if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
float boneWorldRotation = bone.WorldRotationX;
Transform transformParent = thisTransform.parent;
if (transformParent != null) {
Matrix4x4 m = transformParent.localToWorldMatrix;
if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
boneWorldRotation = -boneWorldRotation;
}
if (followBoneRotation) {
Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f;
#if UNITY_5_6_OR_NEWER
thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation));
#else
thisTransform.position = targetWorldPosition;
thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + bone.WorldRotationX);
#endif
} else {
thisTransform.position = targetWorldPosition;
}
}
Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
if (followSkeletonFlip) localScale.y *= bone.skeleton.flipX ^ bone.skeleton.flipY ? -1f : 1f;
thisTransform.localScale = localScale;
}
}
}