/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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. * * THE SPINE RUNTIMES ARE 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 * THE SPINE RUNTIMES, 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; namespace Spine.Unity { #if NEW_PREFAB_SYSTEM [ExecuteAlways] #else [ExecuteInEditMode] #endif [AddComponentMenu("Spine/Point Follower")] [HelpURL("http://esotericsoftware.com/spine-unity#PointFollower")] public class PointFollower : MonoBehaviour, IHasSkeletonRenderer, IHasSkeletonComponent { public SkeletonRenderer skeletonRenderer; public SkeletonRenderer SkeletonRenderer { get { return this.skeletonRenderer; } } public ISkeletonComponent SkeletonComponent { get { return skeletonRenderer as ISkeletonComponent; } } [SpineSlot(dataField:"skeletonRenderer", includeNone: true)] public string slotName; [SpineAttachment(slotField:"slotName", dataField: "skeletonRenderer", fallbackToTextField:true, includeNone: true)] public string pointAttachmentName; public bool followRotation = true; public bool followSkeletonFlip = true; public bool followSkeletonZPosition = false; Transform skeletonTransform; bool skeletonTransformIsParent; PointAttachment point; Bone bone; bool valid; public bool IsValid { get { return valid; } } public void Initialize () { valid = skeletonRenderer != null && skeletonRenderer.valid; if (!valid) return; UpdateReferences(); #if UNITY_EDITOR if (Application.isEditor) LateUpdate(); #endif } private void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) { Initialize(); } void UpdateReferences () { skeletonTransform = skeletonRenderer.transform; skeletonRenderer.OnRebuild -= HandleRebuildRenderer; skeletonRenderer.OnRebuild += HandleRebuildRenderer; skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent); bone = null; point = null; if (!string.IsNullOrEmpty(pointAttachmentName)) { var skeleton = skeletonRenderer.Skeleton; int slotIndex = skeleton.FindSlotIndex(slotName); if (slotIndex >= 0) { var slot = skeleton.slots.Items[slotIndex]; bone = slot.bone; point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment; } } } void OnDestroy () { if (skeletonRenderer != null) skeletonRenderer.OnRebuild -= HandleRebuildRenderer; } public void LateUpdate () { #if UNITY_EDITOR if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent); #endif if (point == null) { if (string.IsNullOrEmpty(pointAttachmentName)) return; UpdateReferences(); if (point == null) return; } Vector2 worldPos; point.ComputeWorldPosition(bone, out worldPos.x, out worldPos.y); float rotation = point.ComputeWorldRotation(bone); Transform thisTransform = this.transform; if (skeletonTransformIsParent) { // Recommended setup: Use local transform properties if Spine GameObject is the immediate parent thisTransform.localPosition = new Vector3(worldPos.x, worldPos.y, followSkeletonZPosition ? 0f : thisTransform.localPosition.z); if (followRotation) { float halfRotation = rotation * 0.5f * Mathf.Deg2Rad; var q = default(Quaternion); q.z = Mathf.Sin(halfRotation); q.w = Mathf.Cos(halfRotation); thisTransform.localRotation = q; } } else { // For special cases: Use transform world properties if transform relationship is complicated Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(worldPos.x, worldPos.y, 0f)); if (!followSkeletonZPosition) targetWorldPosition.z = thisTransform.position.z; Transform transformParent = thisTransform.parent; if (transformParent != null) { Matrix4x4 m = transformParent.localToWorldMatrix; if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative rotation = -rotation; } if (followRotation) { Vector3 transformWorldRotation = skeletonTransform.rotation.eulerAngles; thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(transformWorldRotation.x, transformWorldRotation.y, transformWorldRotation.z + rotation)); } else { thisTransform.position = targetWorldPosition; } } if (followSkeletonFlip) { Vector3 localScale = thisTransform.localScale; localScale.y = Mathf.Abs(localScale.y) * Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY); thisTransform.localScale = localScale; } } } }