RootMotionDeltaCompensation.cs 2.9 KB

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  7. * Integration of the Spine Runtimes into software or otherwise creating
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  14. * "Products"), provided that each user of the Products must obtain their own
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  29. using Spine.Unity;
  30. using UnityEngine;
  31. namespace Spine.Unity.Examples {
  32. public class RootMotionDeltaCompensation : MonoBehaviour {
  33. [SerializeField] protected SkeletonRootMotionBase rootMotion;
  34. public Transform targetPosition;
  35. public int trackIndex = 0;
  36. public bool adjustX = true;
  37. public bool adjustY = true;
  38. public float minScaleX = -999;
  39. public float minScaleY = -999;
  40. public float maxScaleX = 999;
  41. public float maxScaleY = 999;
  42. public bool allowXTranslation = false;
  43. public bool allowYTranslation = true;
  44. void Start () {
  45. if (rootMotion == null)
  46. rootMotion = this.GetComponent<SkeletonRootMotionBase>();
  47. }
  48. void Update () {
  49. AdjustDelta();
  50. }
  51. void OnDisable () {
  52. if (adjustX)
  53. rootMotion.rootMotionScaleX = 1;
  54. if (adjustY)
  55. rootMotion.rootMotionScaleY = 1;
  56. if (allowXTranslation)
  57. rootMotion.rootMotionTranslateXPerY = 0;
  58. if (allowYTranslation)
  59. rootMotion.rootMotionTranslateYPerX = 0;
  60. }
  61. void AdjustDelta () {
  62. Vector3 toTarget = targetPosition.position - this.transform.position;
  63. rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex, adjustX, adjustY,
  64. minScaleX, maxScaleX, minScaleY, maxScaleY,
  65. allowXTranslation, allowYTranslation);
  66. }
  67. }
  68. }