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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;
- using System.Collections.Generic;
- namespace Spine.Unity {
- #if NEW_PREFAB_SYSTEM
- [ExecuteAlways]
- #else
- [ExecuteInEditMode]
- #endif
- [RequireComponent(typeof(ISkeletonAnimation))]
- [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonUtility")]
- public sealed class SkeletonUtility : MonoBehaviour {
- #region BoundingBoxAttachment
- public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
- Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName);
- if (skin == null) {
- Debug.LogError("Skin " + skinName + " not found!");
- return null;
- }
- var attachment = skin.GetAttachment(skeleton.FindSlotIndex(slotName), attachmentName);
- if (attachment == null) {
- Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.name);
- return null;
- }
- var box = attachment as BoundingBoxAttachment;
- if (box != null) {
- var slot = skeleton.FindSlot(slotName);
- return AddBoundingBoxGameObject(box.Name, box, slot, parent, isTrigger);
- } else {
- Debug.LogFormat("Attachment '{0}' was not a Bounding Box.", attachmentName);
- return null;
- }
- }
- public static PolygonCollider2D AddBoundingBoxGameObject (string name, BoundingBoxAttachment box, Slot slot, Transform parent, bool isTrigger = true) {
- var go = new GameObject("[BoundingBox]" + (string.IsNullOrEmpty(name) ? box.Name : name));
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Spawn BoundingBox");
- # endif
- var got = go.transform;
- got.parent = parent;
- got.localPosition = Vector3.zero;
- got.localRotation = Quaternion.identity;
- got.localScale = Vector3.one;
- return AddBoundingBoxAsComponent(box, slot, go, isTrigger);
- }
- public static PolygonCollider2D AddBoundingBoxAsComponent (BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true) {
- if (box == null) return null;
- var collider = gameObject.AddComponent<PolygonCollider2D>();
- collider.isTrigger = isTrigger;
- SetColliderPointsLocal(collider, slot, box);
- return collider;
- }
- public static void SetColliderPointsLocal (PolygonCollider2D collider, Slot slot, BoundingBoxAttachment box, float scale = 1.0f) {
- if (box == null) return;
- if (box.IsWeighted()) Debug.LogWarning("UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider points will not be animated and may have incorrect orientation. If you want to use it as a collider, please remove weights and animations from the bounding box in Spine editor.");
- var verts = box.GetLocalVertices(slot, null);
- if (scale != 1.0f) {
- for (int i = 0, n = verts.Length; i < n; ++i)
- verts[i] *= scale;
- }
- collider.SetPath(0, verts);
- }
- public static Bounds GetBoundingBoxBounds (BoundingBoxAttachment boundingBox, float depth = 0) {
- float[] floats = boundingBox.Vertices;
- int floatCount = floats.Length;
- Bounds bounds = new Bounds();
- bounds.center = new Vector3(floats[0], floats[1], 0);
- for (int i = 2; i < floatCount; i += 2)
- bounds.Encapsulate(new Vector3(floats[i], floats[i + 1], 0));
- Vector3 size = bounds.size;
- size.z = depth;
- bounds.size = size;
- return bounds;
- }
- public static Rigidbody2D AddBoneRigidbody2D (GameObject gameObject, bool isKinematic = true, float gravityScale = 0f) {
- var rb = gameObject.GetComponent<Rigidbody2D>();
- if (rb == null) {
- rb = gameObject.AddComponent<Rigidbody2D>();
- rb.isKinematic = isKinematic;
- rb.gravityScale = gravityScale;
- }
- return rb;
- }
- #endregion
- public delegate void SkeletonUtilityDelegate ();
- public event SkeletonUtilityDelegate OnReset;
- public Transform boneRoot;
- /// <summary>
- /// If true, <see cref="Skeleton.ScaleX"/> and <see cref="Skeleton.ScaleY"/> are followed
- /// by 180 degree rotation. If false, negative Transform scale is used.
- /// Note that using negative scale is consistent with previous behaviour (hence the default),
- /// however causes serious problems with rigidbodies and physics. Therefore, it is recommended to
- /// enable this parameter where possible. When creating hinge chains for a chain of skeleton bones
- /// via <see cref="SkeletonUtilityBone"/>, it is mandatory to have <c>flipBy180DegreeRotation</c> enabled.
- /// </summary>
- public bool flipBy180DegreeRotation = false;
- void Update () {
- var skeleton = skeletonComponent.Skeleton;
- if (skeleton != null && boneRoot != null) {
- if (flipBy180DegreeRotation) {
- boneRoot.localScale = new Vector3(Mathf.Abs(skeleton.ScaleX), Mathf.Abs(skeleton.ScaleY), 1f);
- boneRoot.eulerAngles = new Vector3(skeleton.ScaleY > 0 ? 0 : 180,
- skeleton.ScaleX > 0 ? 0 : 180,
- 0);
- }
- else {
- boneRoot.localScale = new Vector3(skeleton.ScaleX, skeleton.ScaleY, 1f);
- }
- }
- if (canvas != null) {
- positionScale = canvas.referencePixelsPerUnit;
- }
- }
- [HideInInspector] public SkeletonRenderer skeletonRenderer;
- [HideInInspector] public SkeletonGraphic skeletonGraphic;
- private Canvas canvas;
- [System.NonSerialized] public ISkeletonAnimation skeletonAnimation;
- private ISkeletonComponent skeletonComponent;
- [System.NonSerialized] public List<SkeletonUtilityBone> boneComponents = new List<SkeletonUtilityBone>();
- [System.NonSerialized] public List<SkeletonUtilityConstraint> constraintComponents = new List<SkeletonUtilityConstraint>();
- public ISkeletonComponent SkeletonComponent {
- get {
- if (skeletonComponent == null) {
- skeletonComponent = skeletonRenderer != null ? skeletonRenderer.GetComponent<ISkeletonComponent>() :
- skeletonGraphic != null ? skeletonGraphic.GetComponent<ISkeletonComponent>() :
- GetComponent<ISkeletonComponent>();
- }
- return skeletonComponent;
- }
- }
- public Skeleton Skeleton {
- get {
- if (SkeletonComponent == null)
- return null;
- return skeletonComponent.Skeleton;
- }
- }
- public bool IsValid {
- get {
- return (skeletonRenderer != null && skeletonRenderer.valid) ||
- (skeletonGraphic != null && skeletonGraphic.IsValid);
- }
- }
- public float PositionScale { get { return positionScale; } }
- float positionScale = 1.0f;
- bool hasOverrideBones;
- bool hasConstraints;
- bool needToReprocessBones;
- public void ResubscribeEvents () {
- OnDisable();
- OnEnable();
- }
- void OnEnable () {
- if (skeletonRenderer == null) {
- skeletonRenderer = GetComponent<SkeletonRenderer>();
- }
- if (skeletonGraphic == null) {
- skeletonGraphic = GetComponent<SkeletonGraphic>();
- }
- if (skeletonAnimation == null) {
- skeletonAnimation = skeletonRenderer != null ? skeletonRenderer.GetComponent<ISkeletonAnimation>() :
- skeletonGraphic != null ? skeletonGraphic.GetComponent<ISkeletonAnimation>() :
- GetComponent<ISkeletonAnimation>();
- }
- if (skeletonComponent == null) {
- skeletonComponent = skeletonRenderer != null ? skeletonRenderer.GetComponent<ISkeletonComponent>() :
- skeletonGraphic != null ? skeletonGraphic.GetComponent<ISkeletonComponent>() :
- GetComponent<ISkeletonComponent>();
- }
- if (skeletonRenderer != null) {
- skeletonRenderer.OnRebuild -= HandleRendererReset;
- skeletonRenderer.OnRebuild += HandleRendererReset;
- }
- else if (skeletonGraphic != null) {
- skeletonGraphic.OnRebuild -= HandleRendererReset;
- skeletonGraphic.OnRebuild += HandleRendererReset;
- canvas = skeletonGraphic.canvas;
- if (canvas == null)
- canvas = skeletonGraphic.GetComponentInParent<Canvas>();
- if (canvas == null)
- positionScale = 100.0f;
- }
- if (skeletonAnimation != null) {
- skeletonAnimation.UpdateLocal -= UpdateLocal;
- skeletonAnimation.UpdateLocal += UpdateLocal;
- }
- CollectBones();
- }
- void Start () {
- //recollect because order of operations failure when switching between game mode and edit mode...
- CollectBones();
- }
- void OnDisable () {
- if (skeletonRenderer != null)
- skeletonRenderer.OnRebuild -= HandleRendererReset;
- if (skeletonGraphic != null)
- skeletonGraphic.OnRebuild -= HandleRendererReset;
- if (skeletonAnimation != null) {
- skeletonAnimation.UpdateLocal -= UpdateLocal;
- skeletonAnimation.UpdateWorld -= UpdateWorld;
- skeletonAnimation.UpdateComplete -= UpdateComplete;
- }
- }
- void HandleRendererReset (SkeletonRenderer r) {
- if (OnReset != null) OnReset();
- CollectBones();
- }
- void HandleRendererReset (SkeletonGraphic g) {
- if (OnReset != null) OnReset();
- CollectBones();
- }
- public void RegisterBone (SkeletonUtilityBone bone) {
- if (boneComponents.Contains(bone)) {
- return;
- } else {
- boneComponents.Add(bone);
- needToReprocessBones = true;
- }
- }
- public void UnregisterBone (SkeletonUtilityBone bone) {
- boneComponents.Remove(bone);
- }
- public void RegisterConstraint (SkeletonUtilityConstraint constraint) {
- if (constraintComponents.Contains(constraint))
- return;
- else {
- constraintComponents.Add(constraint);
- needToReprocessBones = true;
- }
- }
- public void UnregisterConstraint (SkeletonUtilityConstraint constraint) {
- constraintComponents.Remove(constraint);
- }
- public void CollectBones () {
- var skeleton = skeletonComponent.Skeleton;
- if (skeleton == null) return;
- if (boneRoot != null) {
- var constraintTargets = new List<System.Object>();
- var ikConstraints = skeleton.IkConstraints;
- for (int i = 0, n = ikConstraints.Count; i < n; i++)
- constraintTargets.Add(ikConstraints.Items[i].target);
- var transformConstraints = skeleton.TransformConstraints;
- for (int i = 0, n = transformConstraints.Count; i < n; i++)
- constraintTargets.Add(transformConstraints.Items[i].target);
- var boneComponents = this.boneComponents;
- for (int i = 0, n = boneComponents.Count; i < n; i++) {
- var b = boneComponents[i];
- if (b.bone == null) {
- b.DoUpdate(SkeletonUtilityBone.UpdatePhase.Local);
- if (b.bone == null) continue;
- }
- hasOverrideBones |= (b.mode == SkeletonUtilityBone.Mode.Override);
- hasConstraints |= constraintTargets.Contains(b.bone);
- }
- hasConstraints |= constraintComponents.Count > 0;
- if (skeletonAnimation != null) {
- skeletonAnimation.UpdateWorld -= UpdateWorld;
- skeletonAnimation.UpdateComplete -= UpdateComplete;
- if (hasOverrideBones || hasConstraints)
- skeletonAnimation.UpdateWorld += UpdateWorld;
- if (hasConstraints)
- skeletonAnimation.UpdateComplete += UpdateComplete;
- }
- needToReprocessBones = false;
- } else {
- boneComponents.Clear();
- constraintComponents.Clear();
- }
- }
- void UpdateLocal (ISkeletonAnimation anim) {
- if (needToReprocessBones)
- CollectBones();
- var boneComponents = this.boneComponents;
- if (boneComponents == null) return;
- for (int i = 0, n = boneComponents.Count; i < n; i++)
- boneComponents[i].transformLerpComplete = false;
- UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Local);
- }
- void UpdateWorld (ISkeletonAnimation anim) {
- UpdateAllBones(SkeletonUtilityBone.UpdatePhase.World);
- for (int i = 0, n = constraintComponents.Count; i < n; i++)
- constraintComponents[i].DoUpdate();
- }
- void UpdateComplete (ISkeletonAnimation anim) {
- UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Complete);
- }
- void UpdateAllBones (SkeletonUtilityBone.UpdatePhase phase) {
- if (boneRoot == null)
- CollectBones();
- var boneComponents = this.boneComponents;
- if (boneComponents == null) return;
- for (int i = 0, n = boneComponents.Count; i < n; i++)
- boneComponents[i].DoUpdate(phase);
- }
- public Transform GetBoneRoot () {
- if (boneRoot != null)
- return boneRoot;
- var boneRootObject = new GameObject("SkeletonUtility-SkeletonRoot");
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- UnityEditor.Undo.RegisterCreatedObjectUndo(boneRootObject, "Spawn Bone");
- #endif
- if (skeletonGraphic != null)
- boneRootObject.AddComponent<RectTransform>();
- boneRoot = boneRootObject.transform;
- boneRoot.SetParent(transform);
- boneRoot.localPosition = Vector3.zero;
- boneRoot.localRotation = Quaternion.identity;
- boneRoot.localScale = Vector3.one;
- return boneRoot;
- }
- public GameObject SpawnRoot (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
- GetBoneRoot();
- Skeleton skeleton = this.skeletonComponent.Skeleton;
- GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
- CollectBones();
- return go;
- }
- public GameObject SpawnHierarchy (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
- GetBoneRoot();
- Skeleton skeleton = this.skeletonComponent.Skeleton;
- GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
- CollectBones();
- return go;
- }
- public GameObject SpawnBoneRecursively (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
- GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca);
- ExposedList<Bone> childrenBones = bone.Children;
- for (int i = 0, n = childrenBones.Count; i < n; i++) {
- Bone child = childrenBones.Items[i];
- SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca);
- }
- return go;
- }
- public GameObject SpawnBone (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
- GameObject go = new GameObject(bone.Data.Name);
- #if UNITY_EDITOR
- if (!Application.isPlaying)
- UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Spawn Bone");
- #endif
- if (skeletonGraphic != null)
- go.AddComponent<RectTransform>();
- var goTransform = go.transform;
- goTransform.SetParent(parent);
- SkeletonUtilityBone b = go.AddComponent<SkeletonUtilityBone>();
- b.hierarchy = this;
- b.position = pos;
- b.rotation = rot;
- b.scale = sca;
- b.mode = mode;
- b.zPosition = true;
- b.Reset();
- b.bone = bone;
- b.boneName = bone.Data.Name;
- b.valid = true;
- if (mode == SkeletonUtilityBone.Mode.Override) {
- if (rot) goTransform.localRotation = Quaternion.Euler(0, 0, b.bone.AppliedRotation);
- if (pos) goTransform.localPosition = new Vector3(b.bone.X * positionScale, b.bone.Y * positionScale, 0);
- goTransform.localScale = new Vector3(b.bone.scaleX, b.bone.scaleY, 0);
- }
- return go;
- }
- }
- }
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