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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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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[DisallowMultipleComponent]
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[AddComponentMenu("Spine/UI/BoneFollowerGraphic")]
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public class BoneFollowerGraphic : MonoBehaviour {
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public SkeletonGraphic skeletonGraphic;
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public SkeletonGraphic SkeletonGraphic {
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get { return skeletonGraphic; }
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set {
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skeletonGraphic = value;
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Initialize();
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}
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}
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public bool initializeOnAwake = true;
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/// <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>
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[SpineBone(dataField: "skeletonGraphic")]
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[SerializeField] public string boneName;
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public bool followBoneRotation = true;
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[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
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public bool followSkeletonFlip = true;
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[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
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public bool followLocalScale = false;
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public bool followZPosition = true;
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[System.NonSerialized] public Bone bone;
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Transform skeletonTransform;
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bool skeletonTransformIsParent;
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[System.NonSerialized] public bool valid;
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/// <summary>
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/// Sets the target bone by its bone name. Returns false if no bone was found.</summary>
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public bool SetBone (string name) {
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bone = skeletonGraphic.Skeleton.FindBone(name);
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if (bone == null) {
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Debug.LogError("Bone not found: " + name, this);
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return false;
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}
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boneName = name;
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return true;
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}
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public void Awake () {
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if (initializeOnAwake) Initialize();
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}
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public void Initialize () {
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bone = null;
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valid = skeletonGraphic != null && skeletonGraphic.IsValid;
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if (!valid) return;
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skeletonTransform = skeletonGraphic.transform;
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// skeletonGraphic.OnRebuild -= HandleRebuildRenderer;
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// skeletonGraphic.OnRebuild += HandleRebuildRenderer;
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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if (!string.IsNullOrEmpty(boneName))
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bone = skeletonGraphic.Skeleton.FindBone(boneName);
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#if UNITY_EDITOR
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if (Application.isEditor) {
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LateUpdate();
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}
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#endif
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}
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public void LateUpdate () {
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if (!valid) {
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Initialize();
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return;
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}
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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#endif
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if (bone == null) {
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if (string.IsNullOrEmpty(boneName)) return;
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bone = skeletonGraphic.Skeleton.FindBone(boneName);
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if (!SetBone(boneName)) return;
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}
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var thisTransform = this.transform as RectTransform;
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if (thisTransform == null) return;
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var canvas = skeletonGraphic.canvas;
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if (canvas == null) canvas = skeletonGraphic.GetComponentInParent<Canvas>();
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float scale = canvas.referencePixelsPerUnit;
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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(bone.worldX * scale, bone.worldY * scale, followZPosition ? 0f : thisTransform.localPosition.z);
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if (followBoneRotation) thisTransform.localRotation = bone.GetQuaternion();
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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(bone.worldX * scale, bone.worldY * scale, 0f));
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if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
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float boneWorldRotation = bone.WorldRotationX;
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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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boneWorldRotation = -boneWorldRotation;
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}
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if (followBoneRotation) {
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + boneWorldRotation));
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} else {
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thisTransform.position = targetWorldPosition;
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}
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}
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Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
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if (followSkeletonFlip) 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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