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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity {
[ExecuteInEditMode]
[DisallowMultipleComponent]
[AddComponentMenu("Spine/UI/BoneFollowerGraphic")]
public class BoneFollowerGraphic : MonoBehaviour {
public SkeletonGraphic skeletonGraphic;
public SkeletonGraphic SkeletonGraphic {
get { return skeletonGraphic; }
set {
skeletonGraphic = value;
Initialize();
}
}
public bool initializeOnAwake = true;
/// <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: "skeletonGraphic")]
[SerializeField] public string boneName;
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;
public bool followZPosition = true;
[System.NonSerialized] public Bone bone;
Transform skeletonTransform;
bool skeletonTransformIsParent;
[System.NonSerialized] public bool valid;
/// <summary>
/// Sets the target bone by its bone name. Returns false if no bone was found.</summary>
public bool SetBone (string name) {
bone = skeletonGraphic.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 Initialize () {
bone = null;
valid = skeletonGraphic != null && skeletonGraphic.IsValid;
if (!valid) return;
skeletonTransform = skeletonGraphic.transform;
// skeletonGraphic.OnRebuild -= HandleRebuildRenderer;
// skeletonGraphic.OnRebuild += HandleRebuildRenderer;
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
if (!string.IsNullOrEmpty(boneName))
bone = skeletonGraphic.Skeleton.FindBone(boneName);
#if UNITY_EDITOR
if (Application.isEditor) {
LateUpdate();
}
#endif
}
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 = skeletonGraphic.Skeleton.FindBone(boneName);
if (!SetBone(boneName)) return;
}
var thisTransform = this.transform as RectTransform;
if (thisTransform == null) return;
var canvas = skeletonGraphic.canvas;
if (canvas == null) canvas = skeletonGraphic.GetComponentInParent<Canvas>();
float scale = canvas.referencePixelsPerUnit;
if (skeletonTransformIsParent) {
// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
thisTransform.localPosition = new Vector3(bone.worldX * scale, bone.worldY * scale, followZPosition ? 0f : thisTransform.localPosition.z);
if (followBoneRotation) thisTransform.localRotation = bone.GetQuaternion();
} else {
// For special cases: Use transform world properties if transform relationship is complicated
Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX * scale, bone.worldY * scale, 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;
thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + boneWorldRotation));
} 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;
}
}
}