185 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			185 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			C#
		
	
/******************************************************************************
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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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using System;
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using UnityEngine;
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namespace Spine.Unity {
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	/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
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	[ExecuteInEditMode]
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	[AddComponentMenu("Spine/BoneFollower")]
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	public class BoneFollower : MonoBehaviour {
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		#region Inspector
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		public SkeletonRenderer skeletonRenderer;
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		public SkeletonRenderer SkeletonRenderer {
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			get { return skeletonRenderer; }
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			set {
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				skeletonRenderer = value;
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				Initialize();
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			}
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		}
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		/// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary>
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		[SpineBone(dataField: "skeletonRenderer")]
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		[SerializeField] public string boneName;
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		public bool followZPosition = true;
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		public bool followBoneRotation = true;
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		[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
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		public bool followSkeletonFlip = true;
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		[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
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		public bool followLocalScale = false;
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		[UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")]
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		public bool initializeOnAwake = true;
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		#endregion
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		[NonSerialized] public bool valid;
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		/// <summary>
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		/// The bone.
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		/// </summary>
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		[NonSerialized] public Bone bone;
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		Transform skeletonTransform;
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		bool skeletonTransformIsParent;
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		/// <summary>
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		/// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly.</summary>
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		public bool SetBone (string name) {
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			bone = skeletonRenderer.skeleton.FindBone(name);
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			if (bone == null) {
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				Debug.LogError("Bone not found: " + name, this);
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				return false;
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			}
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			boneName = name;
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			return true;
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		}
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		public void Awake () {
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			if (initializeOnAwake) Initialize();
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		}
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		public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
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			Initialize();
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		}
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		public void Initialize () {
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			bone = null;
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			valid = skeletonRenderer != null && skeletonRenderer.valid;
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			if (!valid) return;
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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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			if (!string.IsNullOrEmpty(boneName))
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				bone = skeletonRenderer.skeleton.FindBone(boneName);
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			#if UNITY_EDITOR
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			if (Application.isEditor)
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				LateUpdate();
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			#endif
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		}
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		void OnDestroy () {
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			if (skeletonRenderer != null)
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				skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
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		}
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		public void LateUpdate () {
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			if (!valid) {
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				Initialize();
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				return;
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			}
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			#if UNITY_EDITOR
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			if (!Application.isPlaying)
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				skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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			#endif
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			if (bone == null) {
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				if (string.IsNullOrEmpty(boneName)) return;
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				bone = skeletonRenderer.skeleton.FindBone(boneName);
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				if (!SetBone(boneName)) return;
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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(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
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				if (followBoneRotation) {
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					float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
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					if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation.
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						halfRotation += Mathf.PI * 0.5f;
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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(bone.worldX, bone.worldY, 0f));
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				if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
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				float boneWorldRotation = bone.WorldRotationX;
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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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						boneWorldRotation = -boneWorldRotation;
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				}
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				if (followBoneRotation) {
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					Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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					if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f;
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					#if UNITY_5_6_OR_NEWER
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					thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation));
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					#else
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					thisTransform.position = targetWorldPosition;
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					thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + bone.WorldRotationX);
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					#endif
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				} else {
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					thisTransform.position = targetWorldPosition;
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				}
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			}
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			Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
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			if (followSkeletonFlip) 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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