BoundingBoxFollowerGraphic.cs 9.5 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
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  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
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
  30. #define NEW_PREFAB_SYSTEM
  31. #endif
  32. using UnityEngine;
  33. using System.Collections.Generic;
  34. namespace Spine.Unity {
  35. #if NEW_PREFAB_SYSTEM
  36. [ExecuteAlways]
  37. #else
  38. [ExecuteInEditMode]
  39. #endif
  40. [HelpURL("http://esotericsoftware.com/spine-unity#BoundingBoxFollowerGraphic")]
  41. public class BoundingBoxFollowerGraphic : MonoBehaviour {
  42. internal static bool DebugMessages = true;
  43. #region Inspector
  44. public SkeletonGraphic skeletonGraphic;
  45. [SpineSlot(dataField: "skeletonGraphic", containsBoundingBoxes: true)]
  46. public string slotName;
  47. public bool isTrigger;
  48. public bool clearStateOnDisable = true;
  49. #endregion
  50. Slot slot;
  51. BoundingBoxAttachment currentAttachment;
  52. string currentAttachmentName;
  53. PolygonCollider2D currentCollider;
  54. public readonly Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
  55. public readonly Dictionary<BoundingBoxAttachment, string> nameTable = new Dictionary<BoundingBoxAttachment, string>();
  56. public Slot Slot { get { return slot; } }
  57. public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
  58. public string CurrentAttachmentName { get { return currentAttachmentName; } }
  59. public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
  60. public bool IsTrigger { get { return isTrigger; } }
  61. void Start () {
  62. Initialize();
  63. }
  64. void OnEnable () {
  65. if (skeletonGraphic != null) {
  66. skeletonGraphic.OnRebuild -= HandleRebuild;
  67. skeletonGraphic.OnRebuild += HandleRebuild;
  68. }
  69. Initialize();
  70. }
  71. void HandleRebuild (SkeletonGraphic sr) {
  72. //if (BoundingBoxFollowerGraphic.DebugMessages) Debug.Log("Skeleton was rebuilt. Repopulating BoundingBoxFollowerGraphic.");
  73. Initialize();
  74. }
  75. /// <summary>
  76. /// Initialize and instantiate the BoundingBoxFollowerGraphic colliders. This is method checks if the BoundingBoxFollowerGraphic has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.</summary>
  77. public void Initialize (bool overwrite = false) {
  78. if (skeletonGraphic == null)
  79. return;
  80. skeletonGraphic.Initialize(false);
  81. if (string.IsNullOrEmpty(slotName))
  82. return;
  83. // Don't reinitialize if the setup did not change.
  84. if (!overwrite
  85. &&
  86. colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
  87. &&
  88. skeletonGraphic.Skeleton == slot.Skeleton // Skeleton object did not change.
  89. &&
  90. slotName == slot.data.name // Slot object did not change.
  91. )
  92. return;
  93. slot = null;
  94. currentAttachment = null;
  95. currentAttachmentName = null;
  96. currentCollider = null;
  97. colliderTable.Clear();
  98. nameTable.Clear();
  99. var skeleton = skeletonGraphic.Skeleton;
  100. if (skeleton == null)
  101. return;
  102. slot = skeleton.FindSlot(slotName);
  103. int slotIndex = skeleton.FindSlotIndex(slotName);
  104. if (slot == null) {
  105. if (BoundingBoxFollowerGraphic.DebugMessages)
  106. Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollowerGraphic on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
  107. return;
  108. }
  109. int requiredCollidersCount = 0;
  110. var colliders = GetComponents<PolygonCollider2D>();
  111. if (this.gameObject.activeInHierarchy) {
  112. var canvas = skeletonGraphic.canvas;
  113. if (canvas == null) canvas = skeletonGraphic.GetComponentInParent<Canvas>();
  114. float scale = canvas != null ? canvas.referencePixelsPerUnit : 100.0f;
  115. foreach (var skin in skeleton.Data.Skins)
  116. AddCollidersForSkin(skin, slotIndex, colliders, scale, ref requiredCollidersCount);
  117. if (skeleton.skin != null)
  118. AddCollidersForSkin(skeleton.skin, slotIndex, colliders, scale, ref requiredCollidersCount);
  119. }
  120. DisposeExcessCollidersAfter(requiredCollidersCount);
  121. if (BoundingBoxFollowerGraphic.DebugMessages) {
  122. bool valid = colliderTable.Count != 0;
  123. if (!valid) {
  124. if (this.gameObject.activeInHierarchy)
  125. Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
  126. else
  127. Debug.LogWarning("Bounding Box Follower tried to rebuild as a prefab.");
  128. }
  129. }
  130. }
  131. void AddCollidersForSkin (Skin skin, int slotIndex, PolygonCollider2D[] previousColliders, float scale, ref int collidersCount) {
  132. if (skin == null) return;
  133. var skinEntries = new List<Skin.SkinEntry>();
  134. skin.GetAttachments(slotIndex, skinEntries);
  135. foreach (var entry in skinEntries) {
  136. var attachment = skin.GetAttachment(slotIndex, entry.Name);
  137. var boundingBoxAttachment = attachment as BoundingBoxAttachment;
  138. if (BoundingBoxFollowerGraphic.DebugMessages && attachment != null && boundingBoxAttachment == null)
  139. Debug.Log("BoundingBoxFollowerGraphic tried to follow a slot that contains non-boundingbox attachments: " + slotName);
  140. if (boundingBoxAttachment != null) {
  141. if (!colliderTable.ContainsKey(boundingBoxAttachment)) {
  142. var bbCollider = collidersCount < previousColliders.Length ?
  143. previousColliders[collidersCount] : gameObject.AddComponent<PolygonCollider2D>();
  144. ++collidersCount;
  145. SkeletonUtility.SetColliderPointsLocal(bbCollider, slot, boundingBoxAttachment, scale);
  146. bbCollider.isTrigger = isTrigger;
  147. bbCollider.enabled = false;
  148. bbCollider.hideFlags = HideFlags.NotEditable;
  149. bbCollider.isTrigger = IsTrigger;
  150. colliderTable.Add(boundingBoxAttachment, bbCollider);
  151. nameTable.Add(boundingBoxAttachment, entry.Name);
  152. }
  153. }
  154. }
  155. }
  156. void OnDisable () {
  157. if (clearStateOnDisable)
  158. ClearState();
  159. if (skeletonGraphic != null)
  160. skeletonGraphic.OnRebuild -= HandleRebuild;
  161. }
  162. public void ClearState () {
  163. if (colliderTable != null)
  164. foreach (var col in colliderTable.Values)
  165. col.enabled = false;
  166. currentAttachment = null;
  167. currentAttachmentName = null;
  168. currentCollider = null;
  169. }
  170. void DisposeExcessCollidersAfter (int requiredCount) {
  171. var colliders = GetComponents<PolygonCollider2D>();
  172. if (colliders.Length == 0) return;
  173. for (int i = requiredCount; i < colliders.Length; ++i) {
  174. var collider = colliders[i];
  175. if (collider != null) {
  176. #if UNITY_EDITOR
  177. if (Application.isEditor && !Application.isPlaying)
  178. DestroyImmediate(collider);
  179. else
  180. #endif
  181. Destroy(collider);
  182. }
  183. }
  184. }
  185. void LateUpdate () {
  186. if (slot != null && slot.Attachment != currentAttachment)
  187. MatchAttachment(slot.Attachment);
  188. }
  189. /// <summary>Sets the current collider to match attachment.</summary>
  190. /// <param name="attachment">If the attachment is not a bounding box, it will be treated as null.</param>
  191. void MatchAttachment (Attachment attachment) {
  192. var bbAttachment = attachment as BoundingBoxAttachment;
  193. if (BoundingBoxFollowerGraphic.DebugMessages && attachment != null && bbAttachment == null)
  194. Debug.LogWarning("BoundingBoxFollowerGraphic tried to match a non-boundingbox attachment. It will treat it as null.");
  195. if (currentCollider != null)
  196. currentCollider.enabled = false;
  197. if (bbAttachment == null) {
  198. currentCollider = null;
  199. currentAttachment = null;
  200. currentAttachmentName = null;
  201. } else {
  202. PolygonCollider2D foundCollider;
  203. colliderTable.TryGetValue(bbAttachment, out foundCollider);
  204. if (foundCollider != null) {
  205. currentCollider = foundCollider;
  206. currentCollider.enabled = true;
  207. currentAttachment = bbAttachment;
  208. currentAttachmentName = nameTable[bbAttachment];
  209. } else {
  210. currentCollider = null;
  211. currentAttachment = bbAttachment;
  212. currentAttachmentName = null;
  213. if (BoundingBoxFollowerGraphic.DebugMessages) Debug.LogFormat("Collider for BoundingBoxAttachment named '{0}' was not initialized. It is possibly from a new skin. currentAttachmentName will be null. You may need to call BoundingBoxFollowerGraphic.Initialize(overwrite: true);", bbAttachment.Name);
  214. }
  215. }
  216. }
  217. }
  218. }