using UnityEngine; using Spine; using Spine.Unity; namespace Spine.Unity.Examples { public class BoneLocalOverride : MonoBehaviour { [SpineBone] public string boneName; [Space] [Range(0, 1)] public float alpha = 1; [Space] public bool overridePosition = true; public Vector2 localPosition; [Space] public bool overrideRotation = true; [Range(0, 360)] public float rotation = 0; ISkeletonAnimation spineComponent; Bone bone; #if UNITY_EDITOR void OnValidate () { if (Application.isPlaying) return; spineComponent = spineComponent ?? GetComponent(); if (spineComponent == null) return; if (bone != null) bone.SetToSetupPose(); OverrideLocal(spineComponent); } #endif void Awake () { spineComponent = GetComponent(); if (spineComponent == null) { this.enabled = false; return; } spineComponent.UpdateLocal += OverrideLocal; if (bone == null) { this.enabled = false; return; } } void OverrideLocal (ISkeletonAnimation animated) { if (bone == null || bone.Data.Name != boneName) { if (string.IsNullOrEmpty(boneName)) return; bone = spineComponent.Skeleton.FindBone(boneName); if (bone == null) { Debug.LogFormat("Cannot find bone: '{0}'", boneName); return; } } if (overridePosition) { bone.X = Mathf.Lerp(bone.X, localPosition.x, alpha); bone.Y = Mathf.Lerp(bone.Y, localPosition.y, alpha); } if (overrideRotation) bone.Rotation = Mathf.Lerp(bone.Rotation, rotation, alpha); } } }