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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- // SkeletonUtilityKinematicShadow allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies.
- // Note: Uncheck "useRootTransformIfNull
- public class SkeletonUtilityKinematicShadow : MonoBehaviour {
- #region Inspector
- [Tooltip("If checked, the hinge chain can inherit your root transform's velocity or position/rotation changes.")]
- public bool detachedShadow = false;
- public Transform parent;
- public bool hideShadow = true;
- public PhysicsSystem physicsSystem = PhysicsSystem.Physics3D;
- #endregion
- GameObject shadowRoot;
- readonly List<TransformPair> shadowTable = new List<TransformPair>();
- struct TransformPair {
- public Transform dest, src;
- }
- public enum PhysicsSystem {
- Physics2D,
- Physics3D
- };
- void Start () {
- // Duplicate this gameObject as the "shadow" with a different parent.
- shadowRoot = Instantiate<GameObject>(this.gameObject);
- Destroy(shadowRoot.GetComponent<SkeletonUtilityKinematicShadow>());
- // Prepare shadow gameObject's properties.
- var shadowRootTransform = shadowRoot.transform;
- shadowRootTransform.position = transform.position;
- shadowRootTransform.rotation = transform.rotation;
- Vector3 scaleRef = transform.TransformPoint(Vector3.right);
- float scale = Vector3.Distance(transform.position, scaleRef);
- shadowRootTransform.localScale = Vector3.one;
- if (!detachedShadow) {
- // Do not change to null coalescing operator (??). Unity overloads null checks for UnityEngine.Objects but not the ?? operator.
- if (parent == null)
- shadowRootTransform.parent = transform.root;
- else
- shadowRootTransform.parent = parent;
- }
- if (hideShadow)
- shadowRoot.hideFlags = HideFlags.HideInHierarchy;
- var shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
- foreach (Joint j in shadowJoints)
- j.connectedAnchor *= scale;
- // Build list of bone pairs (matches shadow transforms with bone transforms)
- var bones = GetComponentsInChildren<SkeletonUtilityBone>();
- var shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
- foreach (var b in bones) {
- if (b.gameObject == this.gameObject)
- continue;
- System.Type checkType = (physicsSystem == PhysicsSystem.Physics2D) ? typeof(Rigidbody2D) : typeof(Rigidbody);
- foreach (var sb in shadowBones) {
- if (sb.GetComponent(checkType) != null && sb.boneName == b.boneName) {
- shadowTable.Add(new TransformPair {
- dest = b.transform,
- src = sb.transform
- });
- break;
- }
- }
- }
- // Destroy conflicting and unneeded components
- DestroyComponents(shadowBones);
- DestroyComponents(GetComponentsInChildren<Joint>());
- DestroyComponents(GetComponentsInChildren<Rigidbody>());
- DestroyComponents(GetComponentsInChildren<Collider>());
- }
- static void DestroyComponents (Component[] components) {
- for (int i = 0, n = components.Length; i < n; i++)
- Destroy(components[i]);
- }
- void FixedUpdate () {
- if (physicsSystem == PhysicsSystem.Physics2D) {
- var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody2D>();
- shadowRootRigidbody.MovePosition(transform.position);
- shadowRootRigidbody.MoveRotation(transform.rotation.eulerAngles.z);
- } else {
- var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody>();
- shadowRootRigidbody.MovePosition(transform.position);
- shadowRootRigidbody.MoveRotation(transform.rotation);
- }
- for (int i = 0, n = shadowTable.Count; i < n; i++) {
- var pair = shadowTable[i];
- pair.dest.localPosition = pair.src.localPosition;
- pair.dest.localRotation = pair.src.localRotation;
- }
- }
- }
- }
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