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+/******************************************************************************
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+ * Spine Runtimes Software License v2.5
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+ *
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+ * Copyright (c) 2013-2016, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
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+ * non-transferable license to use, install, execute, and perform the Spine
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+ * Runtimes software and derivative works solely for personal or internal
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+ * use. Without the written permission of Esoteric Software (see Section 2 of
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+ * the Spine Software License Agreement), you may not (a) modify, translate,
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+ * adapt, or develop new applications using the Spine Runtimes or otherwise
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+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
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+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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+ * or other intellectual property or proprietary rights notices on or in the
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+ * Software, including any copy thereof. Redistributions in binary or source
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+ * form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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+ * POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+using System.Collections;
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+using System.Collections.Generic;
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+using UnityEngine;
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+
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+namespace Spine.Unity {
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+
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+ [ExecuteInEditMode]
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+ [AddComponentMenu("Spine/Point Follower")]
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+ public class PointFollower : MonoBehaviour {
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+
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+ public SkeletonRenderer skeletonRenderer;
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+
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+ [SpineSlot(dataField:"skeletonRenderer", includeNone: true)]
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+ public string slotName;
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+
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+ [SpineAttachment(slotField:"slotName", dataField: "skeletonRenderer", fallbackToTextField:true, includeNone: true)]
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+ public string pointAttachmentName;
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+
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+ public bool followRotation = true;
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+ public bool followSkeletonFlip = true;
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+ public bool followSkeletonZPosition = false;
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+
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+ Transform skeletonTransform;
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+ bool skeletonTransformIsParent;
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+ PointAttachment point;
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+ Bone bone;
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+ bool valid;
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+
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+ #if UNITY_EDITOR
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+ void OnValidate () {
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+ if (skeletonRenderer == null) {
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+ skeletonRenderer = GetComponent<SkeletonRenderer>();
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+ if (skeletonRenderer == null)
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+ skeletonRenderer = GetComponentInParent<SkeletonRenderer>();
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+ }
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+ }
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+ #endif
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+
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+ public void Initialize () {
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+ valid = skeletonRenderer != null && skeletonRenderer.valid;
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+ if (!valid)
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+ return;
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+
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+ UpdateReferences();
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+
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+ #if UNITY_EDITOR
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+ if (Application.isEditor) LateUpdate();
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+ #endif
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+ }
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+
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+ private void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
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+ Initialize();
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+ }
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+
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+ void UpdateReferences () {
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+ skeletonTransform = skeletonRenderer.transform;
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+ skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
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+ skeletonRenderer.OnRebuild += HandleRebuildRenderer;
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+ skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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+
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+ bone = null;
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+ point = null;
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+ if (!string.IsNullOrEmpty(pointAttachmentName)) {
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+ var skeleton = skeletonRenderer.skeleton;
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+ int slotIndex = skeleton.FindSlotIndex(slotName);
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+ if (slotIndex >= 0) {
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+ var slot = skeleton.slots.Items[slotIndex];
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+ bone = slot.bone;
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+ point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
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+ }
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+ }
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+ }
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+
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+ public void LateUpdate () {
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+ #if UNITY_EDITOR
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+ if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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+ #endif
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+
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+ if (point == null) {
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+ if (string.IsNullOrEmpty(pointAttachmentName)) return;
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+ UpdateReferences();
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+ if (point == null) return;
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+ }
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+
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+ Vector2 worldPos;
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+ point.ComputeWorldPosition(bone, out worldPos.x, out worldPos.y);
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+ float rotation = point.ComputeWorldRotation(bone);
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+
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+ Transform thisTransform = this.transform;
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+ if (skeletonTransformIsParent) {
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+ // Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
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+ thisTransform.localPosition = new Vector3(worldPos.x, worldPos.y, followSkeletonZPosition ? 0f : thisTransform.localPosition.z);
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+ if (followRotation) {
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+ float halfRotation = rotation * 0.5f * Mathf.Deg2Rad;
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+
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+ var q = default(Quaternion);
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+ q.z = Mathf.Sin(halfRotation);
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+ q.w = Mathf.Cos(halfRotation);
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+ thisTransform.localRotation = q;
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+ }
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+ } else {
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+ // For special cases: Use transform world properties if transform relationship is complicated
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+ Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(worldPos.x, worldPos.y, 0f));
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+ if (!followSkeletonZPosition)
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+ targetWorldPosition.z = thisTransform.position.z;
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+
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+ Transform transformParent = thisTransform.parent;
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+ if (transformParent != null) {
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+ Matrix4x4 m = transformParent.localToWorldMatrix;
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+ if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
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+ rotation = -rotation;
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+ }
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+
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+ if (followRotation) {
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+ Vector3 transformWorldRotation = skeletonTransform.rotation.eulerAngles;
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+ thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(transformWorldRotation.x, transformWorldRotation.y, transformWorldRotation.z + rotation));
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+ } else {
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+ thisTransform.position = targetWorldPosition;
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+ }
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+ }
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+
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+ if (followSkeletonFlip) {
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+ Vector3 localScale = thisTransform.localScale;
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+ localScale.y = Mathf.Abs(localScale.y) * (bone.skeleton.flipX ^ bone.skeleton.flipY ? -1f : 1f);
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+ thisTransform.localScale = localScale;
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+ }
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+ }
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+ }
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+}
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+
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