SkeletonUtilityEyeConstraint.cs 3.2 KB

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  14. * "Products"), provided that each user of the Products must obtain their own
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  29. using System.Collections;
  30. using UnityEngine;
  31. namespace Spine.Unity.Examples {
  32. public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
  33. public Transform[] eyes;
  34. public float radius = 0.5f;
  35. public Transform target;
  36. public Vector3 targetPosition;
  37. public float speed = 10;
  38. Vector3[] origins;
  39. Vector3 centerPoint;
  40. protected override void OnEnable () {
  41. if (!Application.isPlaying) return;
  42. base.OnEnable();
  43. Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
  44. origins = new Vector3[eyes.Length];
  45. for (int i = 0; i < eyes.Length; i++) {
  46. origins[i] = eyes[i].localPosition;
  47. centerBounds.Encapsulate(origins[i]);
  48. }
  49. centerPoint = centerBounds.center;
  50. }
  51. protected override void OnDisable () {
  52. if (!Application.isPlaying) return;
  53. for (int i = 0; i < eyes.Length; i++) {
  54. eyes[i].localPosition = origins[i];
  55. }
  56. base.OnDisable();
  57. }
  58. public override void DoUpdate () {
  59. if (target != null) targetPosition = target.position;
  60. Vector3 goal = targetPosition;
  61. Vector3 center = transform.TransformPoint(centerPoint);
  62. Vector3 dir = goal - center;
  63. if (dir.magnitude > 1)
  64. dir.Normalize();
  65. for (int i = 0; i < eyes.Length; i++) {
  66. center = transform.TransformPoint(origins[i]);
  67. eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius * hierarchy.PositionScale),
  68. speed * hierarchy.PositionScale * Time.deltaTime);
  69. }
  70. }
  71. }
  72. }