Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using Spine.Unity.AnimationTools;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity {
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/// <summary>
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/// Add this component to a SkeletonMecanim GameObject
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/// to turn motion of a selected root bone into Transform or RigidBody motion.
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/// Local bone translation movement is used as motion.
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/// All top-level bones of the skeleton are moved to compensate the root
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/// motion bone location, keeping the distance relationship between bones intact.
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/// </summary>
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/// <remarks>
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/// Only compatible with <c>SkeletonMecanim</c>.
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/// For <c>SkeletonAnimation</c> or <c>SkeletonGraphic</c> please use
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/// <see cref="SkeletonRootMotion">SkeletonRootMotion</see> instead.
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/// </remarks>
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[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonMecanimRootMotion")]
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public class SkeletonMecanimRootMotion : SkeletonRootMotionBase {
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#region Inspector
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const int DefaultMecanimLayerFlags = -1;
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public int mecanimLayerFlags = DefaultMecanimLayerFlags;
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#endregion
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protected Vector2 movementDelta;
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protected float rotationDelta;
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SkeletonMecanim skeletonMecanim;
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public SkeletonMecanim SkeletonMecanim {
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get {
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return skeletonMecanim ? skeletonMecanim : skeletonMecanim = GetComponent<SkeletonMecanim>();
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}
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}
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public override Vector2 GetRemainingRootMotion (int layerIndex) {
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KeyValuePair<Animation, float> pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
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Animation animation = pair.Key;
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float time = pair.Value;
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if (animation == null)
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return Vector2.zero;
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float start = time;
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float end = animation.Duration;
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return GetAnimationRootMotion(start, end, animation);
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}
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public override RootMotionInfo GetRootMotionInfo (int layerIndex) {
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KeyValuePair<Animation, float> pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
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Animation animation = pair.Key;
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float time = pair.Value;
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if (animation == null)
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return new RootMotionInfo();
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return GetAnimationRootMotionInfo(animation, time);
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}
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protected override void Reset () {
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base.Reset();
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mecanimLayerFlags = DefaultMecanimLayerFlags;
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}
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public override void Initialize () {
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base.Initialize();
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skeletonMecanim = GetComponent<SkeletonMecanim>();
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if (skeletonMecanim) {
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skeletonMecanim.Translator.OnClipApplied -= OnClipApplied;
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skeletonMecanim.Translator.OnClipApplied += OnClipApplied;
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}
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}
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void OnClipApplied (Spine.Animation animation, int layerIndex, float weight,
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float time, float lastTime, bool playsBackward) {
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if (((mecanimLayerFlags & 1 << layerIndex) == 0) || weight == 0)
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return;
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if (!playsBackward) {
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movementDelta += weight * GetAnimationRootMotion(lastTime, time, animation);
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} else {
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movementDelta -= weight * GetAnimationRootMotion(time, lastTime, animation);
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}
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if (transformRotation) {
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if (!playsBackward) {
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rotationDelta += weight * GetAnimationRootMotionRotation(lastTime, time, animation);
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} else {
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rotationDelta -= weight * GetAnimationRootMotionRotation(time, lastTime, animation);
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}
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}
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}
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protected override Vector2 CalculateAnimationsMovementDelta () {
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// Note: movement delta is not gathered after animation but
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// in OnClipApplied after every applied animation.
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Vector2 result = movementDelta;
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movementDelta = Vector2.zero;
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return result;
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}
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protected override float CalculateAnimationsRotationDelta () {
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// Note: movement delta is not gathered after animation but
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// in OnClipApplied after every applied animation.
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float result = rotationDelta;
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rotationDelta = 0;
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return result;
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}
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}
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}
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