ActivateBasedOnFlipDirection.cs 4.0 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
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  28. *****************************************************************************/
  29. using UnityEngine;
  30. namespace Spine.Unity {
  31. /// <summary>
  32. /// Utility component to support flipping of 2D hinge chains (chains of HingeJoint2D objects) along
  33. /// with the parent skeleton by activating the respective mirrored versions of the hinge chain.
  34. /// Note: This component is automatically attached when calling "Create Hinge Chain 2D" at <see cref="SkeletonUtilityBone"/>,
  35. /// do not attempt to use this component for other purposes.
  36. /// </summary>
  37. public class ActivateBasedOnFlipDirection : MonoBehaviour {
  38. public SkeletonRenderer skeletonRenderer;
  39. public SkeletonGraphic skeletonGraphic;
  40. public GameObject activeOnNormalX;
  41. public GameObject activeOnFlippedX;
  42. HingeJoint2D[] jointsNormalX;
  43. HingeJoint2D[] jointsFlippedX;
  44. ISkeletonComponent skeletonComponent;
  45. bool wasFlippedXBefore = false;
  46. private void Start () {
  47. jointsNormalX = activeOnNormalX.GetComponentsInChildren<HingeJoint2D>();
  48. jointsFlippedX = activeOnFlippedX.GetComponentsInChildren<HingeJoint2D>();
  49. skeletonComponent = skeletonRenderer != null ? (ISkeletonComponent)skeletonRenderer : (ISkeletonComponent)skeletonGraphic;
  50. }
  51. private void FixedUpdate () {
  52. bool isFlippedX = (skeletonComponent.Skeleton.ScaleX < 0);
  53. if (isFlippedX != wasFlippedXBefore) {
  54. HandleFlip(isFlippedX);
  55. }
  56. wasFlippedXBefore = isFlippedX;
  57. }
  58. void HandleFlip (bool isFlippedX) {
  59. GameObject gameObjectToActivate = isFlippedX ? activeOnFlippedX : activeOnNormalX;
  60. GameObject gameObjectToDeactivate = isFlippedX ? activeOnNormalX : activeOnFlippedX;
  61. gameObjectToActivate.SetActive(true);
  62. gameObjectToDeactivate.SetActive(false);
  63. ResetJointPositions(isFlippedX ? jointsFlippedX : jointsNormalX);
  64. ResetJointPositions(isFlippedX ? jointsNormalX : jointsFlippedX);
  65. CompensateMovementAfterFlipX(gameObjectToActivate.transform, gameObjectToDeactivate.transform);
  66. }
  67. void ResetJointPositions (HingeJoint2D[] joints) {
  68. for (int i = 0; i < joints.Length; ++i) {
  69. var joint = joints[i];
  70. var parent = joint.connectedBody.transform;
  71. joint.transform.position = parent.TransformPoint(joint.connectedAnchor);
  72. }
  73. }
  74. void CompensateMovementAfterFlipX (Transform toActivate, Transform toDeactivate) {
  75. Transform targetLocation = toDeactivate.GetChild(0);
  76. Transform currentLocation = toActivate.GetChild(0);
  77. toActivate.position += targetLocation.position - currentLocation.position;
  78. }
  79. }
  80. }