Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -0,0 +1,229 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2026, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace Spine.Unity {
|
||||
using AxisOrientation = BoneFollower.AxisOrientation;
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[RequireComponent(typeof(RectTransform)), DisallowMultipleComponent]
|
||||
[AddComponentMenu("Spine/UI/BoneFollowerGraphic")]
|
||||
[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#BoneFollowerGraphic")]
|
||||
public class BoneFollowerGraphic : MonoBehaviour {
|
||||
public SkeletonGraphic skeletonGraphic;
|
||||
public SkeletonGraphic SkeletonGraphic {
|
||||
get { return skeletonGraphic; }
|
||||
set {
|
||||
skeletonGraphic = value;
|
||||
Initialize();
|
||||
}
|
||||
}
|
||||
|
||||
public bool initializeOnAwake = true;
|
||||
|
||||
/// <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>
|
||||
[SpineBone(dataField: "skeletonGraphic")]
|
||||
public string boneName;
|
||||
|
||||
public bool followBoneRotation = true;
|
||||
[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
|
||||
public bool followSkeletonFlip = true;
|
||||
[Tooltip("Follows the target bone's local scale.")]
|
||||
public bool followLocalScale = false;
|
||||
[Tooltip("Includes the parent bone's lossy world scale. BoneFollower cannot inherit rotated/skewed scale because of UnityEngine.Transform property limitations.")]
|
||||
public bool followParentWorldScale = false;
|
||||
public bool followXYPosition = true;
|
||||
public bool followZPosition = true;
|
||||
public bool followAttachmentZSpacing = false;
|
||||
[Tooltip("Applies when 'Follow Skeleton Flip' is disabled but 'Follow Bone Rotation' is enabled."
|
||||
+ " When flipping the skeleton by scaling its Transform, this follower's rotation is adjusted"
|
||||
+ " instead of its scale to follow the bone orientation. When one of the axes is flipped, "
|
||||
+ " only one axis can be followed, either the X or the Y axis, which is selected here.")]
|
||||
public AxisOrientation maintainedAxisOrientation = AxisOrientation.XAxis;
|
||||
|
||||
[System.NonSerialized] public Bone bone;
|
||||
|
||||
Transform skeletonTransform;
|
||||
bool skeletonTransformIsParent;
|
||||
|
||||
[System.NonSerialized] public bool valid;
|
||||
|
||||
/// <summary>
|
||||
/// Sets the target bone by its bone name. Returns false if no bone was found.</summary>
|
||||
public bool SetBone (string name) {
|
||||
bone = skeletonGraphic.Skeleton.FindBone(name);
|
||||
if (bone == null) {
|
||||
Debug.LogError("Bone not found: " + name, this);
|
||||
return false;
|
||||
}
|
||||
boneName = name;
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Awake () {
|
||||
if (initializeOnAwake) Initialize();
|
||||
}
|
||||
|
||||
public virtual void Initialize () {
|
||||
bone = null;
|
||||
valid = skeletonGraphic != null && skeletonGraphic.IsValid;
|
||||
if (!valid) return;
|
||||
|
||||
skeletonTransform = skeletonGraphic.transform;
|
||||
// skeletonGraphic.OnRebuild -= HandleRebuildRenderer;
|
||||
// skeletonGraphic.OnRebuild += HandleRebuildRenderer;
|
||||
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
|
||||
|
||||
if (!string.IsNullOrEmpty(boneName))
|
||||
bone = skeletonGraphic.Skeleton.FindBone(boneName);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (Application.isEditor) {
|
||||
LateUpdate();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
public virtual void LateUpdate () {
|
||||
if (!valid) {
|
||||
Initialize();
|
||||
return;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
|
||||
#endif
|
||||
Skeleton skeleton = skeletonGraphic.Skeleton;
|
||||
if (bone == null) {
|
||||
if (string.IsNullOrEmpty(boneName)) return;
|
||||
bone = skeleton.FindBone(boneName);
|
||||
if (!SetBone(boneName)) return;
|
||||
}
|
||||
|
||||
RectTransform thisTransform = this.transform as RectTransform;
|
||||
if (thisTransform == null) return;
|
||||
|
||||
float scale = skeletonGraphic.MeshScale;
|
||||
Vector2 offset = skeletonGraphic.MeshOffset;
|
||||
float additionalFlipScale = 1;
|
||||
|
||||
float scaleSignX = 1;
|
||||
float scaleSignY = 1;
|
||||
Bone parentBone = bone.Parent;
|
||||
if (followParentWorldScale || followLocalScale || followSkeletonFlip) {
|
||||
Vector3 localScale = new Vector3(1f, 1f, 1f);
|
||||
if (followParentWorldScale && parentBone != null) {
|
||||
float cumulativeScaleX = 1.0f;
|
||||
float cumulativeScaleY = 1.0f;
|
||||
Bone p = parentBone;
|
||||
while (p != null) {
|
||||
cumulativeScaleX *= p.AppliedPose.ScaleX;
|
||||
cumulativeScaleY *= p.AppliedPose.ScaleY;
|
||||
p = p.Parent;
|
||||
};
|
||||
scaleSignX = Mathf.Sign(cumulativeScaleX);
|
||||
scaleSignY = Mathf.Sign(cumulativeScaleY);
|
||||
localScale = new Vector3(parentBone.AppliedPose.WorldScaleX * scaleSignX, parentBone.AppliedPose.WorldScaleY * scaleSignY, 1f);
|
||||
}
|
||||
if (followLocalScale)
|
||||
localScale.Scale(new Vector3(bone.AppliedPose.ScaleX, bone.AppliedPose.ScaleY, 1f));
|
||||
if (followSkeletonFlip)
|
||||
localScale.y *= Mathf.Sign(skeleton.ScaleX * skeleton.ScaleY) * additionalFlipScale;
|
||||
thisTransform.localScale = localScale;
|
||||
}
|
||||
|
||||
if (skeletonTransformIsParent) {
|
||||
// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
|
||||
thisTransform.localPosition = new Vector3(
|
||||
followXYPosition ? bone.AppliedPose.WorldX * scale + offset.x : thisTransform.localPosition.x,
|
||||
followXYPosition ? bone.AppliedPose.WorldY * scale + offset.y : thisTransform.localPosition.y,
|
||||
followZPosition ? (followAttachmentZSpacing ? GetAttachmentZPosition() : 0f) : thisTransform.localPosition.z);
|
||||
if (followBoneRotation) thisTransform.localRotation = bone.GetQuaternion();
|
||||
} else { // For special cases: Use transform world properties if transform relationship is complicated
|
||||
if (!skeletonTransform) return;
|
||||
|
||||
float z0Position = (followZPosition && followAttachmentZSpacing) ? GetAttachmentZPosition() : 0f;
|
||||
Vector3 targetWorldPosition = skeletonTransform.TransformPoint(
|
||||
new Vector3(bone.AppliedPose.WorldX * scale + offset.x, bone.AppliedPose.WorldY * scale + offset.y, z0Position));
|
||||
if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
|
||||
if (!followXYPosition) {
|
||||
targetWorldPosition.x = thisTransform.position.x;
|
||||
targetWorldPosition.y = thisTransform.position.y;
|
||||
}
|
||||
|
||||
Vector3 skeletonLossyScale = skeletonTransform.lossyScale;
|
||||
Transform transformParent = thisTransform.parent;
|
||||
Vector3 parentLossyScale = transformParent != null ? transformParent.lossyScale : Vector3.one;
|
||||
if (followBoneRotation) {
|
||||
float boneWorldRotation = bone.AppliedPose.WorldRotationX;
|
||||
|
||||
if ((skeletonLossyScale.x * skeletonLossyScale.y) < 0)
|
||||
boneWorldRotation = -boneWorldRotation;
|
||||
|
||||
if (followSkeletonFlip || maintainedAxisOrientation == AxisOrientation.XAxis) {
|
||||
if ((skeletonLossyScale.x * parentLossyScale.x < 0))
|
||||
boneWorldRotation += 180f;
|
||||
} else {
|
||||
if ((skeletonLossyScale.y * parentLossyScale.y < 0))
|
||||
boneWorldRotation += 180f;
|
||||
}
|
||||
if (followParentWorldScale && scaleSignX < 0)
|
||||
boneWorldRotation += 180f;
|
||||
|
||||
Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
|
||||
if (followLocalScale && bone.AppliedPose.ScaleX < 0) boneWorldRotation += 180f;
|
||||
thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation));
|
||||
} else {
|
||||
thisTransform.position = targetWorldPosition;
|
||||
}
|
||||
|
||||
additionalFlipScale = Mathf.Sign(skeletonLossyScale.x * parentLossyScale.x
|
||||
* skeletonLossyScale.y * parentLossyScale.y);
|
||||
}
|
||||
}
|
||||
|
||||
float GetAttachmentZPosition () {
|
||||
var drawOrderPose = skeletonGraphic.Skeleton.DrawOrder.Pose;
|
||||
int boneIndex = drawOrderPose.FindIndex(slot => slot.Bone == bone);
|
||||
if (boneIndex < 0) return 0f;
|
||||
return skeletonGraphic.MeshSettings.zSpacing * skeletonGraphic.MeshScale * boneIndex;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user