SkeletonMecanimRootMotion.cs 4.6 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. using UnityEngine;
  30. using System.Collections.Generic;
  31. using Spine.Unity.AnimationTools;
  32. namespace Spine.Unity {
  33. /// <summary>
  34. /// Add this component to a SkeletonMecanim GameObject
  35. /// to turn motion of a selected root bone into Transform or RigidBody motion.
  36. /// Local bone translation movement is used as motion.
  37. /// All top-level bones of the skeleton are moved to compensate the root
  38. /// motion bone location, keeping the distance relationship between bones intact.
  39. /// </summary>
  40. /// <remarks>
  41. /// Only compatible with <c>SkeletonMecanim</c>.
  42. /// For <c>SkeletonAnimation</c> or <c>SkeletonGraphic</c> please use
  43. /// <see cref="SkeletonRootMotion">SkeletonRootMotion</see> instead.
  44. /// </remarks>
  45. [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonMecanimRootMotion")]
  46. public class SkeletonMecanimRootMotion : SkeletonRootMotionBase {
  47. #region Inspector
  48. const int DefaultMecanimLayerFlags = -1;
  49. public int mecanimLayerFlags = DefaultMecanimLayerFlags;
  50. #endregion
  51. protected Vector2 movementDelta;
  52. SkeletonMecanim skeletonMecanim;
  53. public SkeletonMecanim SkeletonMecanim {
  54. get {
  55. return skeletonMecanim ? skeletonMecanim : skeletonMecanim = GetComponent<SkeletonMecanim>();
  56. }
  57. }
  58. public override Vector2 GetRemainingRootMotion (int layerIndex) {
  59. var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
  60. var animation = pair.Key;
  61. var time = pair.Value;
  62. if (animation == null)
  63. return Vector2.zero;
  64. float start = time;
  65. float end = animation.duration;
  66. return GetAnimationRootMotion(start, end, animation);
  67. }
  68. public override RootMotionInfo GetRootMotionInfo (int layerIndex) {
  69. var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
  70. var animation = pair.Key;
  71. var time = pair.Value;
  72. if (animation == null)
  73. return new RootMotionInfo();
  74. return GetAnimationRootMotionInfo(animation, time);
  75. }
  76. protected override void Reset () {
  77. base.Reset();
  78. mecanimLayerFlags = DefaultMecanimLayerFlags;
  79. }
  80. protected override void Start () {
  81. base.Start();
  82. skeletonMecanim = GetComponent<SkeletonMecanim>();
  83. if (skeletonMecanim) {
  84. skeletonMecanim.Translator.OnClipApplied -= OnClipApplied;
  85. skeletonMecanim.Translator.OnClipApplied += OnClipApplied;
  86. }
  87. }
  88. void OnClipApplied(Spine.Animation animation, int layerIndex, float weight,
  89. float time, float lastTime, bool playsBackward) {
  90. if (((mecanimLayerFlags & 1<<layerIndex) == 0) || weight == 0)
  91. return;
  92. if (!playsBackward) {
  93. movementDelta += weight * GetAnimationRootMotion(lastTime, time, animation);
  94. }
  95. else {
  96. movementDelta -= weight * GetAnimationRootMotion(time, lastTime, animation);
  97. }
  98. }
  99. protected override Vector2 CalculateAnimationsMovementDelta () {
  100. // Note: movement delta is not gather after animation but
  101. // in OnClipApplied after every applied animation.
  102. Vector2 result = movementDelta;
  103. movementDelta = Vector2.zero;
  104. return result;
  105. }
  106. }
  107. }