提交Spine插件
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158
Assets/Spine/Runtime/spine-unity/Components/PointFollower.cs
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158
Assets/Spine/Runtime/spine-unity/Components/PointFollower.cs
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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using UnityEngine;
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namespace Spine.Unity {
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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#else
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[ExecuteInEditMode]
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#endif
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[AddComponentMenu("Spine/Point Follower")]
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public class PointFollower : MonoBehaviour, IHasSkeletonRenderer, IHasSkeletonComponent {
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[SerializeField] public SkeletonRenderer skeletonRenderer;
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public SkeletonRenderer SkeletonRenderer { get { return this.skeletonRenderer; } }
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public ISkeletonComponent SkeletonComponent { get { return skeletonRenderer as ISkeletonComponent; } }
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[SpineSlot(dataField:"skeletonRenderer", includeNone: true)]
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public string slotName;
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[SpineAttachment(slotField:"slotName", dataField: "skeletonRenderer", fallbackToTextField:true, includeNone: true)]
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public string pointAttachmentName;
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public bool followRotation = true;
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public bool followSkeletonFlip = true;
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public bool followSkeletonZPosition = false;
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Transform skeletonTransform;
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bool skeletonTransformIsParent;
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PointAttachment point;
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Bone bone;
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bool valid;
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public bool IsValid { get { return valid; } }
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public void Initialize () {
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valid = skeletonRenderer != null && skeletonRenderer.valid;
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if (!valid)
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return;
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UpdateReferences();
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#if UNITY_EDITOR
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if (Application.isEditor) LateUpdate();
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#endif
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}
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private void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
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Initialize();
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}
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void UpdateReferences () {
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skeletonTransform = skeletonRenderer.transform;
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skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
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skeletonRenderer.OnRebuild += HandleRebuildRenderer;
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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bone = null;
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point = null;
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if (!string.IsNullOrEmpty(pointAttachmentName)) {
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var skeleton = skeletonRenderer.Skeleton;
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int slotIndex = skeleton.FindSlotIndex(slotName);
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if (slotIndex >= 0) {
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var slot = skeleton.slots.Items[slotIndex];
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bone = slot.bone;
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point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
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}
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}
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}
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public void LateUpdate () {
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#if UNITY_EDITOR
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if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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#endif
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if (point == null) {
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if (string.IsNullOrEmpty(pointAttachmentName)) return;
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UpdateReferences();
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if (point == null) return;
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}
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Vector2 worldPos;
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point.ComputeWorldPosition(bone, out worldPos.x, out worldPos.y);
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float rotation = point.ComputeWorldRotation(bone);
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Transform thisTransform = this.transform;
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if (skeletonTransformIsParent) {
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// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
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thisTransform.localPosition = new Vector3(worldPos.x, worldPos.y, followSkeletonZPosition ? 0f : thisTransform.localPosition.z);
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if (followRotation) {
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float halfRotation = rotation * 0.5f * Mathf.Deg2Rad;
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var q = default(Quaternion);
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q.z = Mathf.Sin(halfRotation);
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q.w = Mathf.Cos(halfRotation);
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thisTransform.localRotation = q;
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}
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} else {
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// For special cases: Use transform world properties if transform relationship is complicated
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(worldPos.x, worldPos.y, 0f));
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if (!followSkeletonZPosition)
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targetWorldPosition.z = thisTransform.position.z;
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Transform transformParent = thisTransform.parent;
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if (transformParent != null) {
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Matrix4x4 m = transformParent.localToWorldMatrix;
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if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
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rotation = -rotation;
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}
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if (followRotation) {
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Vector3 transformWorldRotation = skeletonTransform.rotation.eulerAngles;
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thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(transformWorldRotation.x, transformWorldRotation.y, transformWorldRotation.z + rotation));
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} else {
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thisTransform.position = targetWorldPosition;
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}
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}
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if (followSkeletonFlip) {
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Vector3 localScale = thisTransform.localScale;
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localScale.y = Mathf.Abs(localScale.y) * Mathf.Sign(bone.skeleton.scaleX * bone.skeleton.scaleY);
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thisTransform.localScale = localScale;
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}
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}
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}
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}
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