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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/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
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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/SkeletonGameObjectsBone")]
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public class SkeletonUtilityBone : MonoBehaviour {
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public enum Mode {
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Follow,
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Override
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}
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public enum UpdatePhase {
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Local,
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World,
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Complete
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}
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#region Inspector
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/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
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public string boneName;
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public Transform parentReference;
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public Mode mode;
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public bool position, rotation, scale, zPosition = true;
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[Range(0f, 1f)]
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public float overrideAlpha = 1;
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#endregion
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[System.NonSerialized] public SkeletonUtility hierarchy;
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[System.NonSerialized] public Bone bone;
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[System.NonSerialized] public bool transformLerpComplete;
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[System.NonSerialized] public bool valid;
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Transform cachedTransform;
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Transform skeletonTransform;
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bool incompatibleTransformMode;
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public bool IncompatibleTransformMode { get { return incompatibleTransformMode; } }
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public void Reset () {
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bone = null;
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cachedTransform = transform;
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valid = hierarchy != null && hierarchy.skeletonRenderer != null && hierarchy.skeletonRenderer.valid;
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if (!valid)
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return;
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skeletonTransform = hierarchy.transform;
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hierarchy.OnReset -= HandleOnReset;
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hierarchy.OnReset += HandleOnReset;
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DoUpdate(UpdatePhase.Local);
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}
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void OnEnable () {
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hierarchy = transform.GetComponentInParent<SkeletonUtility>();
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if (hierarchy == null) return;
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hierarchy.RegisterBone(this);
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hierarchy.OnReset += HandleOnReset;
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}
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void HandleOnReset () {
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Reset();
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}
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void OnDisable () {
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if (hierarchy != null) {
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hierarchy.OnReset -= HandleOnReset;
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hierarchy.UnregisterBone(this);
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}
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}
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public void DoUpdate (UpdatePhase phase) {
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if (!valid) {
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Reset();
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return;
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}
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var skeleton = hierarchy.skeletonRenderer.skeleton;
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if (bone == null) {
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if (string.IsNullOrEmpty(boneName)) return;
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bone = skeleton.FindBone(boneName);
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if (bone == null) {
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Debug.LogError("Bone not found: " + boneName, this);
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return;
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}
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}
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var thisTransform = cachedTransform;
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float skeletonFlipRotation = Mathf.Sign(skeleton.scaleX * skeleton.scaleY);
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if (mode == Mode.Follow) {
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switch (phase) {
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case UpdatePhase.Local:
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if (position)
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thisTransform.localPosition = new Vector3(bone.x, bone.y, 0);
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if (rotation) {
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if (bone.data.transformMode.InheritsRotation()) {
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thisTransform.localRotation = Quaternion.Euler(0, 0, bone.rotation);
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} else {
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Vector3 euler = skeletonTransform.rotation.eulerAngles;
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thisTransform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z + (bone.WorldRotationX * skeletonFlipRotation));
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}
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}
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if (scale) {
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thisTransform.localScale = new Vector3(bone.scaleX, bone.scaleY, 1f);
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incompatibleTransformMode = BoneTransformModeIncompatible(bone);
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}
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break;
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case UpdatePhase.World:
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case UpdatePhase.Complete:
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// Use Applied transform values (ax, ay, AppliedRotation, ascale) if world values were modified by constraints.
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if (!bone.appliedValid) {
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bone.UpdateAppliedTransform();
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}
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if (position)
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thisTransform.localPosition = new Vector3(bone.ax, bone.ay, 0);
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if (rotation) {
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if (bone.data.transformMode.InheritsRotation()) {
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thisTransform.localRotation = Quaternion.Euler(0, 0, bone.AppliedRotation);
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} else {
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Vector3 euler = skeletonTransform.rotation.eulerAngles;
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thisTransform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z + (bone.WorldRotationX * skeletonFlipRotation));
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}
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}
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if (scale) {
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thisTransform.localScale = new Vector3(bone.ascaleX, bone.ascaleY, 1f);
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incompatibleTransformMode = BoneTransformModeIncompatible(bone);
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}
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break;
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}
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} else if (mode == Mode.Override) {
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if (transformLerpComplete)
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return;
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if (parentReference == null) {
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if (position) {
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Vector3 clp = thisTransform.localPosition;
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bone.x = Mathf.Lerp(bone.x, clp.x, overrideAlpha);
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bone.y = Mathf.Lerp(bone.y, clp.y, overrideAlpha);
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}
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if (rotation) {
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float angle = Mathf.LerpAngle(bone.Rotation, thisTransform.localRotation.eulerAngles.z, overrideAlpha);
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bone.Rotation = angle;
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bone.AppliedRotation = angle;
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}
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if (scale) {
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Vector3 cls = thisTransform.localScale;
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bone.scaleX = Mathf.Lerp(bone.scaleX, cls.x, overrideAlpha);
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bone.scaleY = Mathf.Lerp(bone.scaleY, cls.y, overrideAlpha);
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}
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} else {
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if (transformLerpComplete)
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return;
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if (position) {
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Vector3 pos = parentReference.InverseTransformPoint(thisTransform.position);
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bone.x = Mathf.Lerp(bone.x, pos.x, overrideAlpha);
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bone.y = Mathf.Lerp(bone.y, pos.y, overrideAlpha);
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}
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if (rotation) {
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float angle = Mathf.LerpAngle(bone.Rotation, Quaternion.LookRotation(Vector3.forward, parentReference.InverseTransformDirection(thisTransform.up)).eulerAngles.z, overrideAlpha);
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bone.Rotation = angle;
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bone.AppliedRotation = angle;
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}
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if (scale) {
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Vector3 cls = thisTransform.localScale;
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bone.scaleX = Mathf.Lerp(bone.scaleX, cls.x, overrideAlpha);
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bone.scaleY = Mathf.Lerp(bone.scaleY, cls.y, overrideAlpha);
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}
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incompatibleTransformMode = BoneTransformModeIncompatible(bone);
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}
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transformLerpComplete = true;
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}
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}
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public static bool BoneTransformModeIncompatible (Bone bone) {
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return !bone.data.transformMode.InheritsScale();
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}
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public void AddBoundingBox (string skinName, string slotName, string attachmentName) {
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SkeletonUtility.AddBoneRigidbody2D(transform.gameObject);
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SkeletonUtility.AddBoundingBoxGameObject(bone.skeleton, skinName, slotName, attachmentName, transform);
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}
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#if UNITY_EDITOR
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void OnDrawGizmos () {
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if (IncompatibleTransformMode)
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Gizmos.DrawIcon(transform.position + new Vector3(0, 0.128f, 0), "icon-warning");
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}
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#endif
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}
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}
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