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- /******************************************************************************
- * 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 System;
- using UnityEngine;
- namespace Spine.Unity {
- /// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
- #if NEW_PREFAB_SYSTEM
- [ExecuteAlways]
- #else
- [ExecuteInEditMode]
- #endif
- [AddComponentMenu("Spine/BoneFollower")]
- [HelpURL("http://esotericsoftware.com/spine-unity#BoneFollower")]
- public class BoneFollower : MonoBehaviour {
- #region Inspector
- public SkeletonRenderer skeletonRenderer;
- public SkeletonRenderer SkeletonRenderer {
- get { return skeletonRenderer; }
- set {
- skeletonRenderer = value;
- Initialize();
- }
- }
- /// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary>
- [SpineBone(dataField: "skeletonRenderer")]
- public string boneName;
- public bool followXYPosition = true;
- public bool followZPosition = true;
- public bool followBoneRotation = true;
- [Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
- public bool followSkeletonFlip = true;
- [Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
- public bool followLocalScale = false;
- public enum AxisOrientation {
- XAxis = 1,
- YAxis
- }
- [Tooltip("Applies when 'Follow Skeleton Flip' is disabled but 'Follow Bone Rotation' is enabled."
- + " When flipping the skeleton by scaling its Transform, this follower's rotation is adjusted"
- + " instead of its scale to follow the bone orientation. When one of the axes is flipped, "
- + " only one axis can be followed, either the X or the Y axis, which is selected here.")]
- public AxisOrientation maintainedAxisOrientation = AxisOrientation.XAxis;
- [UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")]
- public bool initializeOnAwake = true;
- #endregion
- [NonSerialized] public bool valid;
- [NonSerialized] public Bone bone;
- Transform skeletonTransform;
- bool skeletonTransformIsParent;
- /// <summary>
- /// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly.</summary>
- public bool SetBone (string name) {
- bone = skeletonRenderer.skeleton.FindBone(name);
- if (bone == null) {
- Debug.LogError("Bone not found: " + name, this);
- return false;
- }
- boneName = name;
- return true;
- }
- public void Awake () {
- if (initializeOnAwake) Initialize();
- }
- public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
- Initialize();
- }
- public void Initialize () {
- bone = null;
- valid = skeletonRenderer != null && skeletonRenderer.valid;
- if (!valid) return;
- skeletonTransform = skeletonRenderer.transform;
- skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
- skeletonRenderer.OnRebuild += HandleRebuildRenderer;
- skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
- if (!string.IsNullOrEmpty(boneName))
- bone = skeletonRenderer.skeleton.FindBone(boneName);
- #if UNITY_EDITOR
- if (Application.isEditor)
- LateUpdate();
- #endif
- }
- void OnDestroy () {
- if (skeletonRenderer != null)
- skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
- }
- public void LateUpdate () {
- if (!valid) {
- Initialize();
- return;
- }
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
- #endif
- if (bone == null) {
- if (string.IsNullOrEmpty(boneName)) return;
- bone = skeletonRenderer.skeleton.FindBone(boneName);
- if (!SetBone(boneName)) return;
- }
- Transform thisTransform = this.transform;
- float additionalFlipScale = 1;
- if (skeletonTransformIsParent) {
- // Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
- thisTransform.localPosition = new Vector3(followXYPosition ? bone.worldX : thisTransform.localPosition.x,
- followXYPosition ? bone.worldY : thisTransform.localPosition.y,
- followZPosition ? 0f : thisTransform.localPosition.z);
- if (followBoneRotation) {
- float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
- if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation.
- halfRotation += Mathf.PI * 0.5f;
- 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(bone.worldX, bone.worldY, 0f));
- if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
- if (!followXYPosition) {
- targetWorldPosition.x = thisTransform.position.x;
- targetWorldPosition.y = thisTransform.position.y;
- }
- Vector3 skeletonLossyScale = skeletonTransform.lossyScale;
- Transform transformParent = thisTransform.parent;
- Vector3 parentLossyScale = transformParent != null ? transformParent.lossyScale : Vector3.one;
- if (followBoneRotation) {
- float boneWorldRotation = bone.WorldRotationX;
- if ((skeletonLossyScale.x * skeletonLossyScale.y) < 0)
- boneWorldRotation = -boneWorldRotation;
- if (followSkeletonFlip || maintainedAxisOrientation == AxisOrientation.XAxis) {
- if ((skeletonLossyScale.x * parentLossyScale.x < 0))
- boneWorldRotation += 180f;
- }
- else {
- if ((skeletonLossyScale.y * parentLossyScale.y < 0))
- boneWorldRotation += 180f;
- }
- Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
- if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f;
- thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation));
- } else {
- thisTransform.position = targetWorldPosition;
- }
- additionalFlipScale = Mathf.Sign(skeletonLossyScale.x * parentLossyScale.x
- * skeletonLossyScale.y * parentLossyScale.y);
- }
- Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
- if (followSkeletonFlip)
- localScale.y *= Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY) * additionalFlipScale;
- thisTransform.localScale = localScale;
- }
- }
- }
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