/******************************************************************************
* 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 SkeletonAnimation or SkeletonGraphic 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 SkeletonAnimation (or other components that implement
/// ISkeletonComponent, ISkeletonAnimation and IAnimationStateComponent).
/// For SkeletonMecanim please use
/// SkeletonMecanimRootMotion instead.
///
[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRootMotion")]
public class SkeletonRootMotion : SkeletonRootMotionBase {
#region Inspector
const int DefaultAnimationTrackFlags = -1;
public int animationTrackFlags = DefaultAnimationTrackFlags;
#endregion
AnimationState animationState;
Canvas canvas;
public override Vector2 GetRemainingRootMotion (int trackIndex) {
TrackEntry track = animationState.GetCurrent(trackIndex);
if (track == null)
return Vector2.zero;
var animation = track.Animation;
float start = track.AnimationTime;
float end = animation.duration;
return GetAnimationRootMotion(start, end, animation);
}
public override RootMotionInfo GetRootMotionInfo (int trackIndex) {
TrackEntry track = animationState.GetCurrent(trackIndex);
if (track == null)
return new RootMotionInfo();
var animation = track.Animation;
float time = track.AnimationTime;
return GetAnimationRootMotionInfo(track.Animation, time);
}
protected override float AdditionalScale {
get {
return canvas ? canvas.referencePixelsPerUnit: 1.0f;
}
}
protected override void Reset () {
base.Reset();
animationTrackFlags = DefaultAnimationTrackFlags;
}
protected override void Start () {
base.Start();
var animstateComponent = skeletonComponent as IAnimationStateComponent;
this.animationState = (animstateComponent != null) ? animstateComponent.AnimationState : null;
if (this.GetComponent() != null) {
canvas = this.GetComponentInParent