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.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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