/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * 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 * * 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. * * 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. *****************************************************************************/ #if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER #define NEW_PREFAB_SYSTEM #endif using UnityEngine; using System.Collections.Generic; namespace Spine.Unity { #if NEW_PREFAB_SYSTEM [ExecuteAlways] #else [ExecuteInEditMode] #endif [RequireComponent(typeof(ISkeletonAnimation))] public sealed class SkeletonUtility : MonoBehaviour { #region BoundingBoxAttachment public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) { Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName); if (skin == null) { Debug.LogError("Skin " + skinName + " not found!"); return null; } var attachment = skin.GetAttachment(skeleton.FindSlotIndex(slotName), attachmentName); if (attachment == null) { Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.name); return null; } var box = attachment as BoundingBoxAttachment; if (box != null) { var slot = skeleton.FindSlot(slotName); return AddBoundingBoxGameObject(box.Name, box, slot, parent, isTrigger); } else { Debug.LogFormat("Attachment '{0}' was not a Bounding Box.", attachmentName); return null; } } public static PolygonCollider2D AddBoundingBoxGameObject (string name, BoundingBoxAttachment box, Slot slot, Transform parent, bool isTrigger = true) { var go = new GameObject("[BoundingBox]" + (string.IsNullOrEmpty(name) ? box.Name : name)); var got = go.transform; got.parent = parent; got.localPosition = Vector3.zero; got.localRotation = Quaternion.identity; got.localScale = Vector3.one; return AddBoundingBoxAsComponent(box, slot, go, isTrigger); } public static PolygonCollider2D AddBoundingBoxAsComponent (BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true) { if (box == null) return null; var collider = gameObject.AddComponent(); collider.isTrigger = isTrigger; SetColliderPointsLocal(collider, slot, box); return collider; } public static void SetColliderPointsLocal (PolygonCollider2D collider, Slot slot, BoundingBoxAttachment box) { if (box == null) return; if (box.IsWeighted()) Debug.LogWarning("UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider points will not be animated and may have incorrect orientation. If you want to use it as a collider, please remove weights and animations from the bounding box in Spine editor."); var verts = box.GetLocalVertices(slot, null); collider.SetPath(0, verts); } public static Bounds GetBoundingBoxBounds (BoundingBoxAttachment boundingBox, float depth = 0) { float[] floats = boundingBox.Vertices; int floatCount = floats.Length; Bounds bounds = new Bounds(); bounds.center = new Vector3(floats[0], floats[1], 0); for (int i = 2; i < floatCount; i += 2) bounds.Encapsulate(new Vector3(floats[i], floats[i + 1], 0)); Vector3 size = bounds.size; size.z = depth; bounds.size = size; return bounds; } public static Rigidbody2D AddBoneRigidbody2D (GameObject gameObject, bool isKinematic = true, float gravityScale = 0f) { var rb = gameObject.GetComponent(); if (rb == null) { rb = gameObject.AddComponent(); rb.isKinematic = isKinematic; rb.gravityScale = gravityScale; } return rb; } #endregion public delegate void SkeletonUtilityDelegate (); public event SkeletonUtilityDelegate OnReset; public Transform boneRoot; void Update () { var skeleton = skeletonRenderer.skeleton; if (skeleton != null && boneRoot != null) { boneRoot.localScale = new Vector3(skeleton.scaleX, skeleton.scaleY, 1f); } } [HideInInspector] public SkeletonRenderer skeletonRenderer; [HideInInspector] public ISkeletonAnimation skeletonAnimation; [System.NonSerialized] public List boneComponents = new List(); [System.NonSerialized] public List constraintComponents = new List(); bool hasOverrideBones; bool hasConstraints; bool needToReprocessBones; public void ResubscribeEvents () { OnDisable(); OnEnable(); } void OnEnable () { if (skeletonRenderer == null) { skeletonRenderer = GetComponent(); } if (skeletonAnimation == null) { skeletonAnimation = GetComponent(typeof(ISkeletonAnimation)) as ISkeletonAnimation; } skeletonRenderer.OnRebuild -= HandleRendererReset; skeletonRenderer.OnRebuild += HandleRendererReset; if (skeletonAnimation != null) { skeletonAnimation.UpdateLocal -= UpdateLocal; skeletonAnimation.UpdateLocal += UpdateLocal; } CollectBones(); } void Start () { //recollect because order of operations failure when switching between game mode and edit mode... CollectBones(); } void OnDisable () { skeletonRenderer.OnRebuild -= HandleRendererReset; if (skeletonAnimation != null) { skeletonAnimation.UpdateLocal -= UpdateLocal; skeletonAnimation.UpdateWorld -= UpdateWorld; skeletonAnimation.UpdateComplete -= UpdateComplete; } } void HandleRendererReset (SkeletonRenderer r) { if (OnReset != null) OnReset(); CollectBones(); } public void RegisterBone (SkeletonUtilityBone bone) { if (boneComponents.Contains(bone)) { return; } else { boneComponents.Add(bone); needToReprocessBones = true; } } public void UnregisterBone (SkeletonUtilityBone bone) { boneComponents.Remove(bone); } public void RegisterConstraint (SkeletonUtilityConstraint constraint) { if (constraintComponents.Contains(constraint)) return; else { constraintComponents.Add(constraint); needToReprocessBones = true; } } public void UnregisterConstraint (SkeletonUtilityConstraint constraint) { constraintComponents.Remove(constraint); } public void CollectBones () { var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return; if (boneRoot != null) { var constraintTargets = new List(); var ikConstraints = skeleton.IkConstraints; for (int i = 0, n = ikConstraints.Count; i < n; i++) constraintTargets.Add(ikConstraints.Items[i].target); var transformConstraints = skeleton.TransformConstraints; for (int i = 0, n = transformConstraints.Count; i < n; i++) constraintTargets.Add(transformConstraints.Items[i].target); var boneComponents = this.boneComponents; for (int i = 0, n = boneComponents.Count; i < n; i++) { var b = boneComponents[i]; if (b.bone == null) continue; hasOverrideBones |= (b.mode == SkeletonUtilityBone.Mode.Override); hasConstraints |= constraintTargets.Contains(b.bone); } hasConstraints |= constraintComponents.Count > 0; if (skeletonAnimation != null) { skeletonAnimation.UpdateWorld -= UpdateWorld; skeletonAnimation.UpdateComplete -= UpdateComplete; if (hasOverrideBones || hasConstraints) skeletonAnimation.UpdateWorld += UpdateWorld; if (hasConstraints) skeletonAnimation.UpdateComplete += UpdateComplete; } needToReprocessBones = false; } else { boneComponents.Clear(); constraintComponents.Clear(); } } void UpdateLocal (ISkeletonAnimation anim) { if (needToReprocessBones) CollectBones(); var boneComponents = this.boneComponents; if (boneComponents == null) return; for (int i = 0, n = boneComponents.Count; i < n; i++) boneComponents[i].transformLerpComplete = false; UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Local); } void UpdateWorld (ISkeletonAnimation anim) { UpdateAllBones(SkeletonUtilityBone.UpdatePhase.World); for (int i = 0, n = constraintComponents.Count; i < n; i++) constraintComponents[i].DoUpdate(); } void UpdateComplete (ISkeletonAnimation anim) { UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Complete); } void UpdateAllBones (SkeletonUtilityBone.UpdatePhase phase) { if (boneRoot == null) CollectBones(); var boneComponents = this.boneComponents; if (boneComponents == null) return; for (int i = 0, n = boneComponents.Count; i < n; i++) boneComponents[i].DoUpdate(phase); } public Transform GetBoneRoot () { if (boneRoot != null) return boneRoot; boneRoot = new GameObject("SkeletonUtility-SkeletonRoot").transform; boneRoot.parent = transform; boneRoot.localPosition = Vector3.zero; boneRoot.localRotation = Quaternion.identity; boneRoot.localScale = Vector3.one; return boneRoot; } public GameObject SpawnRoot (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GetBoneRoot(); Skeleton skeleton = this.skeletonRenderer.skeleton; GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca); CollectBones(); return go; } public GameObject SpawnHierarchy (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GetBoneRoot(); Skeleton skeleton = this.skeletonRenderer.skeleton; GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca); CollectBones(); return go; } public GameObject SpawnBoneRecursively (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca); ExposedList childrenBones = bone.Children; for (int i = 0, n = childrenBones.Count; i < n; i++) { Bone child = childrenBones.Items[i]; SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca); } return go; } public GameObject SpawnBone (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) { GameObject go = new GameObject(bone.Data.Name); var goTransform = go.transform; goTransform.parent = parent; SkeletonUtilityBone b = go.AddComponent(); b.hierarchy = this; b.position = pos; b.rotation = rot; b.scale = sca; b.mode = mode; b.zPosition = true; b.Reset(); b.bone = bone; b.boneName = bone.Data.Name; b.valid = true; if (mode == SkeletonUtilityBone.Mode.Override) { if (rot) goTransform.localRotation = Quaternion.Euler(0, 0, b.bone.AppliedRotation); if (pos) goTransform.localPosition = new Vector3(b.bone.X, b.bone.Y, 0); goTransform.localScale = new Vector3(b.bone.scaleX, b.bone.scaleY, 0); } return go; } } }