FollowSkeletonUtilityRootRotation.cs 3.8 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
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  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
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  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. /// Note that flipping needs to be performed by 180 degree rotation at <see cref="SkeletonUtility"/>,
  34. /// by setting <see cref="SkeletonUtility.flipBy180DegreeRotation"/> to true, not via negative scale.
  35. ///
  36. /// Note: This component is automatically attached when calling "Create Hinge Chain" at <see cref="SkeletonUtilityBone"/>,
  37. /// do not attempt to use this component for other purposes.
  38. /// </summary>
  39. public class FollowSkeletonUtilityRootRotation : MonoBehaviour {
  40. const float FLIP_ANGLE_THRESHOLD = 100.0f;
  41. public Transform reference;
  42. Vector3 prevLocalEulerAngles;
  43. private void Start () {
  44. prevLocalEulerAngles = this.transform.localEulerAngles;
  45. }
  46. void FixedUpdate () {
  47. this.transform.rotation = reference.rotation;
  48. bool wasFlippedAroundY = Mathf.Abs(this.transform.localEulerAngles.y - prevLocalEulerAngles.y) > FLIP_ANGLE_THRESHOLD;
  49. bool wasFlippedAroundX = Mathf.Abs(this.transform.localEulerAngles.x - prevLocalEulerAngles.x) > FLIP_ANGLE_THRESHOLD;
  50. if (wasFlippedAroundY)
  51. CompensatePositionToYRotation();
  52. if (wasFlippedAroundX)
  53. CompensatePositionToXRotation();
  54. prevLocalEulerAngles = this.transform.localEulerAngles;
  55. }
  56. /// <summary>
  57. /// Compensates the position so that a child at the reference position remains in the same place,
  58. /// to counter any movement that occurred by rotation.
  59. /// </summary>
  60. void CompensatePositionToYRotation () {
  61. Vector3 newPosition = reference.position + (reference.position - this.transform.position);
  62. newPosition.y = this.transform.position.y;
  63. this.transform.position = newPosition;
  64. }
  65. /// <summary>
  66. /// Compensates the position so that a child at the reference position remains in the same place,
  67. /// to counter any movement that occurred by rotation.
  68. /// </summary>
  69. void CompensatePositionToXRotation () {
  70. Vector3 newPosition = reference.position + (reference.position - this.transform.position);
  71. newPosition.x = this.transform.position.x;
  72. this.transform.position = newPosition;
  73. }
  74. }
  75. }