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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;
- }
- }
-
- }
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