FollowLocationRigidbody2D.cs 2.5 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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  28. *****************************************************************************/
  29. using UnityEngine;
  30. namespace Spine.Unity {
  31. /// <summary>
  32. /// Utility component to support flipping of hinge chains (chains of HingeJoint objects) along with the parent skeleton.
  33. ///
  34. /// Note: This component is automatically attached when calling "Create Hinge Chain" at <see cref="SkeletonUtilityBone"/>.
  35. /// </summary>
  36. [RequireComponent(typeof(Rigidbody2D))]
  37. public class FollowLocationRigidbody2D : MonoBehaviour {
  38. public Transform reference;
  39. public bool followFlippedX;
  40. Rigidbody2D ownRigidbody;
  41. private void Awake () {
  42. ownRigidbody = this.GetComponent<Rigidbody2D>();
  43. }
  44. void FixedUpdate () {
  45. if (followFlippedX) {
  46. ownRigidbody.rotation = ((-reference.rotation.eulerAngles.z + 270f) % 360f) - 90f;
  47. }
  48. else
  49. ownRigidbody.rotation = reference.rotation.eulerAngles.z;
  50. ownRigidbody.position = reference.position;
  51. }
  52. }
  53. }