提交Spine插件
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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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using System.Collections.Generic;
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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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public class BoundingBoxFollower : MonoBehaviour {
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internal static bool DebugMessages = true;
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#region Inspector
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public SkeletonRenderer skeletonRenderer;
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[SpineSlot(dataField: "skeletonRenderer", containsBoundingBoxes: true)]
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public string slotName;
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public bool isTrigger;
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public bool clearStateOnDisable = true;
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#endregion
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Slot slot;
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BoundingBoxAttachment currentAttachment;
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string currentAttachmentName;
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PolygonCollider2D currentCollider;
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public readonly Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
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public readonly Dictionary<BoundingBoxAttachment, string> nameTable = new Dictionary<BoundingBoxAttachment, string>();
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public Slot Slot { get { return slot; } }
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public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
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public string CurrentAttachmentName { get { return currentAttachmentName; } }
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public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
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public bool IsTrigger { get { return isTrigger; } }
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void Start () {
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Initialize();
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}
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void OnEnable () {
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if (skeletonRenderer != null) {
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skeletonRenderer.OnRebuild -= HandleRebuild;
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skeletonRenderer.OnRebuild += HandleRebuild;
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}
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Initialize();
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}
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void HandleRebuild (SkeletonRenderer sr) {
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//if (BoundingBoxFollower.DebugMessages) Debug.Log("Skeleton was rebuilt. Repopulating BoundingBoxFollower.");
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Initialize();
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}
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/// <summary>
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/// Initialize and instantiate the BoundingBoxFollower colliders. This is method checks if the BoundingBoxFollower has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.</summary>
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public void Initialize (bool overwrite = false) {
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if (skeletonRenderer == null)
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return;
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skeletonRenderer.Initialize(false);
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if (string.IsNullOrEmpty(slotName))
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return;
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// Don't reinitialize if the setup did not change.
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if (!overwrite
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&&
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colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
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&&
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skeletonRenderer.skeleton == slot.Skeleton // Skeleton object did not change.
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&&
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slotName == slot.data.name // Slot object did not change.
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)
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return;
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DisposeColliders();
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var skeleton = skeletonRenderer.skeleton;
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slot = skeleton.FindSlot(slotName);
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int slotIndex = skeleton.FindSlotIndex(slotName);
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if (slot == null) {
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if (BoundingBoxFollower.DebugMessages)
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Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollower on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
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return;
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}
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if (this.gameObject.activeInHierarchy) {
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foreach (var skin in skeleton.Data.Skins)
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AddSkin(skin, slotIndex);
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if (skeleton.skin != null)
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AddSkin(skeleton.skin, slotIndex);
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}
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if (BoundingBoxFollower.DebugMessages) {
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bool valid = colliderTable.Count != 0;
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if (!valid) {
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if (this.gameObject.activeInHierarchy)
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Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
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else
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Debug.LogWarning("Bounding Box Follower tried to rebuild as a prefab.");
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}
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}
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}
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void AddSkin (Skin skin, int slotIndex) {
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if (skin == null) return;
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var attachmentNames = new List<string>();
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skin.FindNamesForSlot(slotIndex, attachmentNames);
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foreach (var skinKey in attachmentNames) {
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var attachment = skin.GetAttachment(slotIndex, skinKey);
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var boundingBoxAttachment = attachment as BoundingBoxAttachment;
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if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
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Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
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if (boundingBoxAttachment != null) {
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if (!colliderTable.ContainsKey(boundingBoxAttachment)) {
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var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
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bbCollider.enabled = false;
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bbCollider.hideFlags = HideFlags.NotEditable;
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bbCollider.isTrigger = IsTrigger;
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colliderTable.Add(boundingBoxAttachment, bbCollider);
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nameTable.Add(boundingBoxAttachment, skinKey);
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}
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}
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}
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}
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void OnDisable () {
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if (clearStateOnDisable)
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ClearState();
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}
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public void ClearState () {
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if (colliderTable != null)
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foreach (var col in colliderTable.Values)
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col.enabled = false;
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currentAttachment = null;
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currentAttachmentName = null;
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currentCollider = null;
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}
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void DisposeColliders () {
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var colliders = GetComponents<PolygonCollider2D>();
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if (colliders.Length == 0) return;
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if (Application.isEditor) {
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if (Application.isPlaying) {
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foreach (var c in colliders) {
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if (c != null)
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Destroy(c);
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}
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} else {
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foreach (var c in colliders)
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if (c != null)
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DestroyImmediate(c);
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}
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} else {
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foreach (PolygonCollider2D c in colliders)
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if (c != null)
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Destroy(c);
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}
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slot = null;
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currentAttachment = null;
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currentAttachmentName = null;
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currentCollider = null;
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colliderTable.Clear();
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nameTable.Clear();
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}
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void LateUpdate () {
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if (slot != null && slot.Attachment != currentAttachment)
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MatchAttachment(slot.Attachment);
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}
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/// <summary>Sets the current collider to match attachment.</summary>
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/// <param name="attachment">If the attachment is not a bounding box, it will be treated as null.</param>
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void MatchAttachment (Attachment attachment) {
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var bbAttachment = attachment as BoundingBoxAttachment;
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if (BoundingBoxFollower.DebugMessages && attachment != null && bbAttachment == null)
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Debug.LogWarning("BoundingBoxFollower tried to match a non-boundingbox attachment. It will treat it as null.");
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if (currentCollider != null)
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currentCollider.enabled = false;
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if (bbAttachment == null) {
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currentCollider = null;
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currentAttachment = null;
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currentAttachmentName = null;
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} else {
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PolygonCollider2D foundCollider;
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colliderTable.TryGetValue(bbAttachment, out foundCollider);
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if (foundCollider != null) {
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currentCollider = foundCollider;
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currentCollider.enabled = true;
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currentAttachment = bbAttachment;
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currentAttachmentName = nameTable[bbAttachment];
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} else {
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currentCollider = null;
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currentAttachment = bbAttachment;
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currentAttachmentName = null;
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if (BoundingBoxFollower.DebugMessages) Debug.LogFormat("Collider for BoundingBoxAttachment named '{0}' was not initialized. It is possibly from a new skin. currentAttachmentName will be null. You may need to call BoundingBoxFollower.Initialize(overwrite: true);", bbAttachment.Name);
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}
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}
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}
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}
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}
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