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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using UnityEngine;
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using System.Collections;
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namespace Spine.Unity.Modules {
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public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
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public Transform[] eyes;
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public float radius = 0.5f;
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public Transform target;
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public Vector3 targetPosition;
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public float speed = 10;
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Vector3[] origins;
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Vector3 centerPoint;
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protected override void OnEnable () {
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if (!Application.isPlaying) return;
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base.OnEnable();
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Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
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origins = new Vector3[eyes.Length];
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for (int i = 0; i < eyes.Length; i++) {
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origins[i] = eyes[i].localPosition;
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centerBounds.Encapsulate(origins[i]);
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}
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centerPoint = centerBounds.center;
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}
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protected override void OnDisable () {
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if (!Application.isPlaying) return;
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base.OnDisable();
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}
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public override void DoUpdate () {
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if (target != null) targetPosition = target.position;
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Vector3 goal = targetPosition;
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Vector3 center = transform.TransformPoint(centerPoint);
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Vector3 dir = goal - center;
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if (dir.magnitude > 1)
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dir.Normalize();
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for (int i = 0; i < eyes.Length; i++) {
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center = transform.TransformPoint(origins[i]);
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eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius), speed * Time.deltaTime);
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: 0d994c65b6daec64f80ae2ae04e9d999
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,138 @@
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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.Modules {
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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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[RequireComponent(typeof(SkeletonUtilityBone))]
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public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
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[Tooltip("LayerMask for what objects to raycast against")]
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public LayerMask groundMask;
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[Tooltip("Use 2D")]
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public bool use2D = false;
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[Tooltip("Uses SphereCast for 3D mode and CircleCast for 2D mode")]
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public bool useRadius = false;
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[Tooltip("The Radius")]
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public float castRadius = 0.1f;
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[Tooltip("How high above the target bone to begin casting from")]
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public float castDistance = 5f;
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[Tooltip("X-Axis adjustment")]
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public float castOffset = 0;
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[Tooltip("Y-Axis adjustment")]
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public float groundOffset = 0;
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[Tooltip("How fast the target IK position adjusts to the ground. Use smaller values to prevent snapping")]
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public float adjustSpeed = 5;
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Vector3 rayOrigin;
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Vector3 rayDir = new Vector3(0, -1, 0);
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float hitY;
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float lastHitY;
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protected override void OnEnable () {
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base.OnEnable();
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lastHitY = transform.position.y;
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}
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public override void DoUpdate () {
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rayOrigin = transform.position + new Vector3(castOffset, castDistance, 0);
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hitY = float.MinValue;
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if (use2D) {
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RaycastHit2D hit;
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if (useRadius)
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hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);
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else
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hit = Physics2D.Raycast(rayOrigin, rayDir, castDistance + groundOffset, groundMask);
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if (hit.collider != null) {
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hitY = hit.point.y + groundOffset;
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if (Application.isPlaying)
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hitY = Mathf.MoveTowards(lastHitY, hitY, adjustSpeed * Time.deltaTime);
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} else {
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if (Application.isPlaying)
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hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustSpeed * Time.deltaTime);
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}
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} else {
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RaycastHit hit;
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bool validHit = false;
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if (useRadius)
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validHit = Physics.SphereCast(rayOrigin, castRadius, rayDir, out hit, castDistance + groundOffset, groundMask);
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else
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validHit = Physics.Raycast(rayOrigin, rayDir, out hit, castDistance + groundOffset, groundMask);
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if (validHit) {
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hitY = hit.point.y + groundOffset;
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if (Application.isPlaying)
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hitY = Mathf.MoveTowards(lastHitY, hitY, adjustSpeed * Time.deltaTime);
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} else {
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if (Application.isPlaying)
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hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustSpeed * Time.deltaTime);
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}
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}
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Vector3 v = transform.position;
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v.y = Mathf.Clamp(v.y, Mathf.Min(lastHitY, hitY), float.MaxValue);
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transform.position = v;
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bone.bone.X = transform.localPosition.x;
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bone.bone.Y = transform.localPosition.y;
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lastHitY = hitY;
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}
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void OnDrawGizmos () {
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Vector3 hitEnd = rayOrigin + (rayDir * Mathf.Min(castDistance, rayOrigin.y - hitY));
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Vector3 clearEnd = rayOrigin + (rayDir * castDistance);
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Gizmos.DrawLine(rayOrigin, hitEnd);
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if (useRadius) {
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Gizmos.DrawLine(new Vector3(hitEnd.x - castRadius, hitEnd.y - groundOffset, hitEnd.z), new Vector3(hitEnd.x + castRadius, hitEnd.y - groundOffset, hitEnd.z));
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Gizmos.DrawLine(new Vector3(clearEnd.x - castRadius, clearEnd.y, clearEnd.z), new Vector3(clearEnd.x + castRadius, clearEnd.y, clearEnd.z));
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}
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Gizmos.color = Color.red;
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Gizmos.DrawLine(hitEnd, clearEnd);
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}
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}
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}
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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||||
guid: 3662334b99de5fe4396ab24e30c4fd12
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||||
MonoImporter:
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,137 @@
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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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* 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
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* 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
|
||||
* 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.
|
||||
*
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||||
* 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.
|
||||
*****************************************************************************/
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using UnityEngine;
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using System.Collections.Generic;
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namespace Spine.Unity.Modules {
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// SkeletonUtilityKinematicShadow allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies.
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// Note: Uncheck "useRootTransformIfNull
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public class SkeletonUtilityKinematicShadow : MonoBehaviour {
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#region Inspector
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[Tooltip("If checked, the hinge chain can inherit your root transform's velocity or position/rotation changes.")]
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public bool detachedShadow = false;
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public Transform parent;
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public bool hideShadow = true;
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public PhysicsSystem physicsSystem = PhysicsSystem.Physics3D;
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#endregion
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GameObject shadowRoot;
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readonly List<TransformPair> shadowTable = new List<TransformPair>();
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struct TransformPair {
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public Transform dest, src;
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}
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public enum PhysicsSystem {
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Physics2D,
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Physics3D
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};
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void Start () {
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// Duplicate this gameObject as the "shadow" with a different parent.
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shadowRoot = Instantiate<GameObject>(this.gameObject);
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Destroy(shadowRoot.GetComponent<SkeletonUtilityKinematicShadow>());
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// Prepare shadow gameObject's properties.
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var shadowRootTransform = shadowRoot.transform;
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shadowRootTransform.position = transform.position;
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shadowRootTransform.rotation = transform.rotation;
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Vector3 scaleRef = transform.TransformPoint(Vector3.right);
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float scale = Vector3.Distance(transform.position, scaleRef);
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shadowRootTransform.localScale = Vector3.one;
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if (!detachedShadow) {
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// Do not change to null coalescing operator (??). Unity overloads null checks for UnityEngine.Objects but not the ?? operator.
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if (parent == null)
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shadowRootTransform.parent = transform.root;
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else
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shadowRootTransform.parent = parent;
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}
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if (hideShadow)
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shadowRoot.hideFlags = HideFlags.HideInHierarchy;
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var shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
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foreach (Joint j in shadowJoints)
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j.connectedAnchor *= scale;
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// Build list of bone pairs (matches shadow transforms with bone transforms)
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var bones = GetComponentsInChildren<SkeletonUtilityBone>();
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var shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
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foreach (var b in bones) {
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if (b.gameObject == this.gameObject)
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continue;
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System.Type checkType = (physicsSystem == PhysicsSystem.Physics2D) ? typeof(Rigidbody2D) : typeof(Rigidbody);
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foreach (var sb in shadowBones) {
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if (sb.GetComponent(checkType) != null && sb.boneName == b.boneName) {
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shadowTable.Add(new TransformPair {
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dest = b.transform,
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src = sb.transform
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});
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break;
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}
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}
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}
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// Destroy conflicting and unneeded components
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DestroyComponents(shadowBones);
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DestroyComponents(GetComponentsInChildren<Joint>());
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DestroyComponents(GetComponentsInChildren<Rigidbody>());
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DestroyComponents(GetComponentsInChildren<Collider>());
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}
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static void DestroyComponents (Component[] components) {
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for (int i = 0, n = components.Length; i < n; i++)
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Destroy(components[i]);
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}
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void FixedUpdate () {
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if (physicsSystem == PhysicsSystem.Physics2D) {
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var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody2D>();
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shadowRootRigidbody.MovePosition(transform.position);
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shadowRootRigidbody.MoveRotation(transform.rotation.eulerAngles.z);
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} else {
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var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody>();
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shadowRootRigidbody.MovePosition(transform.position);
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shadowRootRigidbody.MoveRotation(transform.rotation);
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}
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for (int i = 0, n = shadowTable.Count; i < n; i++) {
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var pair = shadowTable[i];
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pair.dest.localPosition = pair.src.localPosition;
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pair.dest.localRotation = pair.src.localRotation;
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}
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}
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}
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}
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||||
@@ -0,0 +1,10 @@
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||||
fileFormatVersion: 2
|
||||
guid: cfeac06b8a6aa1645813700e3e4c0863
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user