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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;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
- public Transform[] eyes;
- public float radius = 0.5f;
- public Transform target;
- public Vector3 targetPosition;
- public float speed = 10;
- Vector3[] origins;
- Vector3 centerPoint;
- protected override void OnEnable () {
- if (!Application.isPlaying) return;
- base.OnEnable();
- Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
- origins = new Vector3[eyes.Length];
- for (int i = 0; i < eyes.Length; i++) {
- origins[i] = eyes[i].localPosition;
- centerBounds.Encapsulate(origins[i]);
- }
- centerPoint = centerBounds.center;
- }
- protected override void OnDisable () {
- if (!Application.isPlaying) return;
- for (int i = 0; i < eyes.Length; i++) {
- eyes[i].localPosition = origins[i];
- }
- base.OnDisable();
- }
- public override void DoUpdate () {
- if (target != null) targetPosition = target.position;
- Vector3 goal = targetPosition;
- Vector3 center = transform.TransformPoint(centerPoint);
- Vector3 dir = goal - center;
- if (dir.magnitude > 1)
- dir.Normalize();
- for (int i = 0; i < eyes.Length; i++) {
- center = transform.TransformPoint(origins[i]);
- eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius * hierarchy.PositionScale),
- speed * hierarchy.PositionScale * Time.deltaTime);
- }
- }
- }
- }
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