提交Spine插件
This commit is contained in:
185
Assets/Spine/Runtime/spine-unity/Components/BoneFollower.cs
Normal file
185
Assets/Spine/Runtime/spine-unity/Components/BoneFollower.cs
Normal file
@@ -0,0 +1,185 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[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;
|
||||
[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;
|
||||
thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.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 *= Mathf.Sign(bone.skeleton.scaleX * bone.skeleton.scaleY);
|
||||
thisTransform.localScale = localScale;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user