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[unity] Add PointFollower.

pharan 7 gadi atpakaļ
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ca870d6b19

+ 160 - 0
spine-unity/Assets/spine-unity/PointFollower.cs

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+/******************************************************************************
+ * Spine Runtimes Software License v2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+ 
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Spine.Unity {
+
+	[ExecuteInEditMode]
+	[AddComponentMenu("Spine/Point Follower")]
+	public class PointFollower : MonoBehaviour {
+
+		public SkeletonRenderer skeletonRenderer;
+
+		[SpineSlot(dataField:"skeletonRenderer", includeNone: true)]
+		public string slotName;
+
+		[SpineAttachment(slotField:"slotName", dataField: "skeletonRenderer", fallbackToTextField:true, includeNone: true)]
+		public string pointAttachmentName;
+
+		public bool followRotation = true;
+		public bool followSkeletonFlip = true;
+		public bool followSkeletonZPosition = false;
+
+		Transform skeletonTransform;
+		bool skeletonTransformIsParent;
+		PointAttachment point;
+		Bone bone;
+		bool valid;
+
+		#if UNITY_EDITOR
+		void OnValidate () {
+			if (skeletonRenderer == null) {
+				skeletonRenderer = GetComponent<SkeletonRenderer>();
+				if (skeletonRenderer == null)
+					skeletonRenderer = GetComponentInParent<SkeletonRenderer>();
+			}
+		}
+		#endif
+
+		public void Initialize () {
+			valid = skeletonRenderer != null && skeletonRenderer.valid;
+			if (!valid)
+				return;
+
+			UpdateReferences();	
+
+			#if UNITY_EDITOR
+			if (Application.isEditor) LateUpdate();
+			#endif
+		}
+
+		private void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
+			Initialize();
+		}
+
+		void UpdateReferences () {
+			skeletonTransform = skeletonRenderer.transform;
+			skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
+			skeletonRenderer.OnRebuild += HandleRebuildRenderer;
+			skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
+
+			bone = null;
+			point = null;
+			if (!string.IsNullOrEmpty(pointAttachmentName)) {
+				var skeleton = skeletonRenderer.skeleton;
+				int slotIndex = skeleton.FindSlotIndex(slotName);
+				if (slotIndex >= 0) {
+					var slot = skeleton.slots.Items[slotIndex];
+					bone = slot.bone;
+					point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
+				}
+			}
+		}
+
+		public void LateUpdate () {
+			#if UNITY_EDITOR
+			if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
+			#endif
+
+			if (point == null) {
+				if (string.IsNullOrEmpty(pointAttachmentName)) return;
+				UpdateReferences();
+				if (point == null) return;
+			}
+
+			Vector2 worldPos;
+			point.ComputeWorldPosition(bone, out worldPos.x, out worldPos.y);
+			float rotation = point.ComputeWorldRotation(bone);
+
+			Transform thisTransform = this.transform;
+			if (skeletonTransformIsParent) {
+				// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
+				thisTransform.localPosition = new Vector3(worldPos.x, worldPos.y, followSkeletonZPosition ? 0f : thisTransform.localPosition.z);
+				if (followRotation) {
+					float halfRotation = rotation * 0.5f * Mathf.Deg2Rad;
+
+					var q = default(Quaternion);
+					q.z = Mathf.Sin(halfRotation);
+					q.w = Mathf.Cos(halfRotation);
+					thisTransform.localRotation = q;
+				}
+			} else {
+				// For special cases: Use transform world properties if transform relationship is complicated
+				Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(worldPos.x, worldPos.y, 0f));
+				if (!followSkeletonZPosition)
+					targetWorldPosition.z = thisTransform.position.z;
+
+				Transform transformParent = thisTransform.parent;
+				if (transformParent != null) {
+					Matrix4x4 m = transformParent.localToWorldMatrix;
+					if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
+						rotation = -rotation;
+				}
+
+				if (followRotation) {
+					Vector3 transformWorldRotation = skeletonTransform.rotation.eulerAngles;
+					thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(transformWorldRotation.x, transformWorldRotation.y, transformWorldRotation.z + rotation));
+				} else {
+					thisTransform.position = targetWorldPosition;
+				}
+			}
+
+			if (followSkeletonFlip) {
+				Vector3 localScale = thisTransform.localScale;
+				localScale.y = Mathf.Abs(localScale.y) * (bone.skeleton.flipX ^ bone.skeleton.flipY ? -1f : 1f);
+				thisTransform.localScale = localScale;
+			}
+		}
+	}
+}
+

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spine-unity/Assets/spine-unity/PointFollower.cs.meta

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+guid: daf461e4341180341a648c07e1899528
+timeCreated: 1518094986
+licenseType: Free
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