/****************************************************************************** * 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. *****************************************************************************/ using UnityEngine; namespace Spine.Unity { /// /// Utility component to support flipping of 2D hinge chains (chains of HingeJoint2D objects) along /// with the parent skeleton by activating the respective mirrored versions of the hinge chain. /// Note: This component is automatically attached when calling "Create Hinge Chain 2D" at , /// do not attempt to use this component for other purposes. /// public class ActivateBasedOnFlipDirection : MonoBehaviour { public SkeletonRenderer skeletonRenderer; public SkeletonGraphic skeletonGraphic; public GameObject activeOnNormalX; public GameObject activeOnFlippedX; HingeJoint2D[] jointsNormalX; HingeJoint2D[] jointsFlippedX; ISkeletonComponent skeletonComponent; bool wasFlippedXBefore = false; private void Start () { jointsNormalX = activeOnNormalX.GetComponentsInChildren(); jointsFlippedX = activeOnFlippedX.GetComponentsInChildren(); skeletonComponent = skeletonRenderer != null ? (ISkeletonComponent)skeletonRenderer : (ISkeletonComponent)skeletonGraphic; } private void FixedUpdate () { bool isFlippedX = (skeletonComponent.Skeleton.ScaleX < 0); if (isFlippedX != wasFlippedXBefore) { HandleFlip(isFlippedX); } wasFlippedXBefore = isFlippedX; } void HandleFlip (bool isFlippedX) { GameObject gameObjectToActivate = isFlippedX ? activeOnFlippedX : activeOnNormalX; GameObject gameObjectToDeactivate = isFlippedX ? activeOnNormalX : activeOnFlippedX; gameObjectToActivate.SetActive(true); gameObjectToDeactivate.SetActive(false); ResetJointPositions(isFlippedX ? jointsFlippedX : jointsNormalX); ResetJointPositions(isFlippedX ? jointsNormalX : jointsFlippedX); CompensateMovementAfterFlipX(gameObjectToActivate.transform, gameObjectToDeactivate.transform); } void ResetJointPositions (HingeJoint2D[] joints) { for (int i = 0; i < joints.Length; ++i) { var joint = joints[i]; var parent = joint.connectedBody.transform; joint.transform.position = parent.TransformPoint(joint.connectedAnchor); } } void CompensateMovementAfterFlipX (Transform toActivate, Transform toDeactivate) { Transform targetLocation = toDeactivate.GetChild(0); Transform currentLocation = toActivate.GetChild(0); toActivate.position += targetLocation.position - currentLocation.position; } } }