123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196 |
- /******************************************************************************
- * 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 {
- using AxisOrientation = BoneFollower.AxisOrientation;
- #if NEW_PREFAB_SYSTEM
- [ExecuteAlways]
- #else
- [ExecuteInEditMode]
- #endif
- [RequireComponent(typeof(RectTransform)), DisallowMultipleComponent]
- [AddComponentMenu("Spine/UI/BoneFollowerGraphic")]
- [HelpURL("http://esotericsoftware.com/spine-unity#BoneFollowerGraphic")]
- public class BoneFollowerGraphic : MonoBehaviour {
- public SkeletonGraphic skeletonGraphic;
- public SkeletonGraphic SkeletonGraphic {
- get { return skeletonGraphic; }
- set {
- skeletonGraphic = value;
- Initialize();
- }
- }
- public bool initializeOnAwake = true;
- /// <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: "skeletonGraphic")]
- public string boneName;
- 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 bool followXYPosition = true;
- public bool followZPosition = true;
- [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;
- [System.NonSerialized] public Bone bone;
- Transform skeletonTransform;
- bool skeletonTransformIsParent;
- [System.NonSerialized] public bool valid;
- /// <summary>
- /// Sets the target bone by its bone name. Returns false if no bone was found.</summary>
- public bool SetBone (string name) {
- bone = skeletonGraphic.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 Initialize () {
- bone = null;
- valid = skeletonGraphic != null && skeletonGraphic.IsValid;
- if (!valid) return;
- skeletonTransform = skeletonGraphic.transform;
- // skeletonGraphic.OnRebuild -= HandleRebuildRenderer;
- // skeletonGraphic.OnRebuild += HandleRebuildRenderer;
- skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
- if (!string.IsNullOrEmpty(boneName))
- bone = skeletonGraphic.Skeleton.FindBone(boneName);
- #if UNITY_EDITOR
- if (Application.isEditor) {
- LateUpdate();
- }
- #endif
- }
- 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 = skeletonGraphic.Skeleton.FindBone(boneName);
- if (!SetBone(boneName)) return;
- }
- var thisTransform = this.transform as RectTransform;
- if (thisTransform == null) return;
- var canvas = skeletonGraphic.canvas;
- if (canvas == null) canvas = skeletonGraphic.GetComponentInParent<Canvas>();
- float scale = canvas != null ? canvas.referencePixelsPerUnit : 100.0f;
- 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 * scale : thisTransform.localPosition.x,
- followXYPosition ? bone.worldY * scale : thisTransform.localPosition.y,
- followZPosition ? 0f : thisTransform.localPosition.z);
- if (followBoneRotation) thisTransform.localRotation = bone.GetQuaternion();
- } else {
- // For special cases: Use transform world properties if transform relationship is complicated
- Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX * scale, bone.worldY * scale, 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;
- }
- }
- }
|