SpineboyBodyTilt.cs 3.0 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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  28. *****************************************************************************/
  29. using System.Collections;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. namespace Spine.Unity.Examples {
  33. public class SpineboyBodyTilt : MonoBehaviour {
  34. [Header("Settings")]
  35. public SpineboyFootplanter planter;
  36. [SpineBone]
  37. public string hip = "hip", head = "head";
  38. public float hipTiltScale = 7;
  39. public float headTiltScale = 0.7f;
  40. public float hipRotationMoveScale = 60f;
  41. [Header("Debug")]
  42. public float hipRotationTarget;
  43. public float hipRotationSmoothed;
  44. public float baseHeadRotation;
  45. Bone hipBone, headBone;
  46. void Start () {
  47. var skeletonAnimation = GetComponent<SkeletonAnimation>();
  48. var skeleton = skeletonAnimation.Skeleton;
  49. hipBone = skeleton.FindBone(hip);
  50. headBone = skeleton.FindBone(head);
  51. baseHeadRotation = headBone.Rotation;
  52. skeletonAnimation.UpdateLocal += UpdateLocal;
  53. }
  54. private void UpdateLocal (ISkeletonAnimation animated) {
  55. hipRotationTarget = planter.Balance * hipTiltScale;
  56. hipRotationSmoothed = Mathf.MoveTowards(hipRotationSmoothed, hipRotationTarget, Time.deltaTime * hipRotationMoveScale * Mathf.Abs(2f * planter.Balance / planter.offBalanceThreshold));
  57. hipBone.Rotation = hipRotationSmoothed;
  58. headBone.Rotation = baseHeadRotation + (-hipRotationSmoothed * headTiltScale);
  59. }
  60. }
  61. }