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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 UnityEngine;
- namespace Spine.Unity {
- #if NEW_PREFAB_SYSTEM
- [ExecuteAlways]
- #else
- [ExecuteInEditMode]
- #endif
- [AddComponentMenu("Spine/Point Follower")]
- [HelpURL("http://esotericsoftware.com/spine-unity#PointFollower")]
- public class PointFollower : MonoBehaviour, IHasSkeletonRenderer, IHasSkeletonComponent {
- public SkeletonRenderer skeletonRenderer;
- public SkeletonRenderer SkeletonRenderer { get { return this.skeletonRenderer; } }
- public ISkeletonComponent SkeletonComponent { get { return skeletonRenderer as ISkeletonComponent; } }
- [SpineSlot(dataField:"skeletonRenderer", includeNone: true)]
- public string slotName;
- [SpineAttachment(slotField:"slotName", dataField: "skeletonRenderer", fallbackToTextField:true, includeNone: true)]
- public string pointAttachmentName;
- public bool followRotation = true;
- public bool followSkeletonFlip = true;
- public bool followSkeletonZPosition = false;
- Transform skeletonTransform;
- bool skeletonTransformIsParent;
- PointAttachment point;
- Bone bone;
- bool valid;
- public bool IsValid { get { return valid; } }
- public void Initialize () {
- valid = skeletonRenderer != null && skeletonRenderer.valid;
- if (!valid)
- return;
- UpdateReferences();
- #if UNITY_EDITOR
- if (Application.isEditor) LateUpdate();
- #endif
- }
- private void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
- Initialize();
- }
- void UpdateReferences () {
- skeletonTransform = skeletonRenderer.transform;
- skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
- skeletonRenderer.OnRebuild += HandleRebuildRenderer;
- skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
- bone = null;
- point = null;
- if (!string.IsNullOrEmpty(pointAttachmentName)) {
- var skeleton = skeletonRenderer.Skeleton;
- int slotIndex = skeleton.FindSlotIndex(slotName);
- if (slotIndex >= 0) {
- var slot = skeleton.slots.Items[slotIndex];
- bone = slot.bone;
- point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
- }
- }
- }
- void OnDestroy () {
- if (skeletonRenderer != null)
- skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
- }
- public void LateUpdate () {
- #if UNITY_EDITOR
- if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
- #endif
- if (point == null) {
- if (string.IsNullOrEmpty(pointAttachmentName)) return;
- UpdateReferences();
- if (point == null) return;
- }
- Vector2 worldPos;
- point.ComputeWorldPosition(bone, out worldPos.x, out worldPos.y);
- float rotation = point.ComputeWorldRotation(bone);
- Transform thisTransform = this.transform;
- if (skeletonTransformIsParent) {
- // Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
- thisTransform.localPosition = new Vector3(worldPos.x, worldPos.y, followSkeletonZPosition ? 0f : thisTransform.localPosition.z);
- if (followRotation) {
- float halfRotation = rotation * 0.5f * Mathf.Deg2Rad;
- 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(worldPos.x, worldPos.y, 0f));
- if (!followSkeletonZPosition)
- targetWorldPosition.z = thisTransform.position.z;
- Transform transformParent = thisTransform.parent;
- if (transformParent != null) {
- Matrix4x4 m = transformParent.localToWorldMatrix;
- if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
- rotation = -rotation;
- }
- if (followRotation) {
- Vector3 transformWorldRotation = skeletonTransform.rotation.eulerAngles;
- thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(transformWorldRotation.x, transformWorldRotation.y, transformWorldRotation.z + rotation));
- } else {
- thisTransform.position = targetWorldPosition;
- }
- }
- if (followSkeletonFlip) {
- Vector3 localScale = thisTransform.localScale;
- localScale.y = Mathf.Abs(localScale.y) * Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY);
- thisTransform.localScale = localScale;
- }
- }
- }
- }
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