/****************************************************************************** * 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; using System.Collections.Generic; using Spine.Unity.AnimationTools; namespace Spine.Unity { /// /// Add this component to a SkeletonMecanim GameObject /// to turn motion of a selected root bone into Transform or RigidBody motion. /// Local bone translation movement is used as motion. /// All top-level bones of the skeleton are moved to compensate the root /// motion bone location, keeping the distance relationship between bones intact. /// /// /// Only compatible with SkeletonMecanim. /// For SkeletonAnimation or SkeletonGraphic please use /// SkeletonRootMotion instead. /// [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonMecanimRootMotion")] public class SkeletonMecanimRootMotion : SkeletonRootMotionBase { #region Inspector const int DefaultMecanimLayerFlags = -1; public int mecanimLayerFlags = DefaultMecanimLayerFlags; #endregion protected Vector2 movementDelta; SkeletonMecanim skeletonMecanim; public SkeletonMecanim SkeletonMecanim { get { return skeletonMecanim ? skeletonMecanim : skeletonMecanim = GetComponent(); } } public override Vector2 GetRemainingRootMotion (int layerIndex) { var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex); var animation = pair.Key; var time = pair.Value; if (animation == null) return Vector2.zero; float start = time; float end = animation.duration; return GetAnimationRootMotion(start, end, animation); } public override RootMotionInfo GetRootMotionInfo (int layerIndex) { var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex); var animation = pair.Key; var time = pair.Value; if (animation == null) return new RootMotionInfo(); return GetAnimationRootMotionInfo(animation, time); } protected override void Reset () { base.Reset(); mecanimLayerFlags = DefaultMecanimLayerFlags; } protected override void Start () { base.Start(); skeletonMecanim = GetComponent(); if (skeletonMecanim) { skeletonMecanim.Translator.OnClipApplied -= OnClipApplied; skeletonMecanim.Translator.OnClipApplied += OnClipApplied; } } void OnClipApplied(Spine.Animation animation, int layerIndex, float weight, float time, float lastTime, bool playsBackward) { if (((mecanimLayerFlags & 1<