Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
+122
@@ -0,0 +1,122 @@
|
||||
/******************************************************************************
|
||||
* 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 !SPINE_AUTO_UPGRADE_COMPONENTS_OFF
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||||
#define AUTO_UPGRADE_TO_43_COMPONENTS
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||||
#endif
|
||||
|
||||
using UnityEngine;
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||||
using UnityEngine.Serialization;
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||||
|
||||
namespace Spine.Unity {
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||||
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||||
/// <summary>
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||||
/// Utility component to support flipping of 2D hinge chains (chains of HingeJoint2D objects) along
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/// with the parent skeleton by activating the respective mirrored versions of the hinge chain.
|
||||
/// Note: This component is automatically attached when calling "Create Hinge Chain 2D" at <see cref="SkeletonUtilityBone"/>,
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||||
/// do not attempt to use this component for other purposes.
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||||
/// </summary>
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||||
public class ActivateBasedOnFlipDirection : MonoBehaviour, IUpgradable {
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||||
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public SkeletonRenderer skeletonRenderer;
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||||
public SkeletonGraphic skeletonGraphic;
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||||
public GameObject activeOnNormalX;
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public GameObject activeOnFlippedX;
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HingeJoint2D[] jointsNormalX;
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HingeJoint2D[] jointsFlippedX;
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ISkeletonComponent skeletonComponent;
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||||
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||||
bool wasFlippedXBefore = false;
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||||
|
||||
#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
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||||
protected void Awake () {
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||||
if (!Application.isPlaying && !wasUpgradedTo43) {
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||||
UpgradeTo43();
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||||
}
|
||||
}
|
||||
#endif
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||||
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||||
private void Start () {
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jointsNormalX = activeOnNormalX.GetComponentsInChildren<HingeJoint2D>();
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jointsFlippedX = activeOnFlippedX.GetComponentsInChildren<HingeJoint2D>();
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skeletonComponent = skeletonRenderer != null ? (ISkeletonComponent)skeletonRenderer : (ISkeletonComponent)skeletonGraphic;
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||||
}
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||||
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||||
private void FixedUpdate () {
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||||
bool isFlippedX = (skeletonComponent.Skeleton.ScaleX < 0);
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if (isFlippedX != wasFlippedXBefore) {
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HandleFlip(isFlippedX);
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||||
}
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||||
wasFlippedXBefore = isFlippedX;
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||||
}
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||||
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||||
void HandleFlip (bool isFlippedX) {
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GameObject gameObjectToActivate = isFlippedX ? activeOnFlippedX : activeOnNormalX;
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GameObject gameObjectToDeactivate = isFlippedX ? activeOnNormalX : activeOnFlippedX;
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gameObjectToActivate.SetActive(true);
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gameObjectToDeactivate.SetActive(false);
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ResetJointPositions(isFlippedX ? jointsFlippedX : jointsNormalX);
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ResetJointPositions(isFlippedX ? jointsNormalX : jointsFlippedX);
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CompensateMovementAfterFlipX(gameObjectToActivate.transform, gameObjectToDeactivate.transform);
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}
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void ResetJointPositions (HingeJoint2D[] joints) {
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for (int i = 0; i < joints.Length; ++i) {
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HingeJoint2D joint = joints[i];
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Transform parent = joint.connectedBody.transform;
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joint.transform.position = parent.TransformPoint(joint.connectedAnchor);
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||||
}
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||||
}
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||||
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||||
void CompensateMovementAfterFlipX (Transform toActivate, Transform toDeactivate) {
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Transform targetLocation = toDeactivate.GetChild(0);
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||||
Transform currentLocation = toActivate.GetChild(0);
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||||
toActivate.position += targetLocation.position - currentLocation.position;
|
||||
}
|
||||
|
||||
#region Transfer of Deprecated Fields
|
||||
#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
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||||
public virtual void UpgradeTo43 () {
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||||
wasUpgradedTo43 = true;
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||||
if (skeletonRenderer == null && skeletonGraphic == null) {
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||||
Component previousReference = previousSkeletonRenderer != null ? previousSkeletonRenderer : this;
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||||
skeletonRenderer = previousReference.GetComponent<SkeletonRenderer>();
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||||
if (skeletonRenderer == null)
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||||
Debug.LogError("Please manually re-assign SkeletonRenderer at ActivateBasedOnFlipDirection, " +
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||||
"automatic upgrade failed.", this);
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||||
}
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||||
}
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||||
[SerializeField, HideInInspector, FormerlySerializedAs("skeletonRenderer")] Component previousSkeletonRenderer;
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||||
[SerializeField] protected bool wasUpgradedTo43 = false;
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||||
#endif
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
|
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guid: 70ae96e4f2feb654681a2f16e4effeec
|
||||
MonoImporter:
|
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externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
+54
@@ -0,0 +1,54 @@
|
||||
/******************************************************************************
|
||||
* 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
/// <summary>
|
||||
/// Utility component to support flipping of hinge chains (chains of HingeJoint objects) along with the parent skeleton.
|
||||
///
|
||||
/// Note: This component is automatically attached when calling "Create Hinge Chain" at <see cref="SkeletonUtilityBone"/>.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class FollowLocationRigidbody : MonoBehaviour {
|
||||
|
||||
public Transform reference;
|
||||
Rigidbody ownRigidbody;
|
||||
|
||||
private void Awake () {
|
||||
ownRigidbody = this.GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
void FixedUpdate () {
|
||||
ownRigidbody.rotation = reference.rotation;
|
||||
ownRigidbody.position = reference.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
+12
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9fc20d5e917562341a5007777a9d0db2
|
||||
timeCreated: 1571763023
|
||||
licenseType: Free
|
||||
MonoImporter:
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serializedVersion: 2
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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+58
@@ -0,0 +1,58 @@
|
||||
/******************************************************************************
|
||||
* 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
/// <summary>
|
||||
/// Utility component to support flipping of hinge chains (chains of HingeJoint objects) along with the parent skeleton.
|
||||
///
|
||||
/// Note: This component is automatically attached when calling "Create Hinge Chain" at <see cref="SkeletonUtilityBone"/>.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
public class FollowLocationRigidbody2D : MonoBehaviour {
|
||||
|
||||
public Transform reference;
|
||||
public bool followFlippedX;
|
||||
Rigidbody2D ownRigidbody;
|
||||
|
||||
private void Awake () {
|
||||
ownRigidbody = this.GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
void FixedUpdate () {
|
||||
if (followFlippedX) {
|
||||
ownRigidbody.rotation = ((-reference.rotation.eulerAngles.z + 270f) % 360f) - 90f;
|
||||
} else
|
||||
ownRigidbody.rotation = reference.rotation.eulerAngles.z;
|
||||
ownRigidbody.position = reference.position;
|
||||
}
|
||||
}
|
||||
}
|
||||
+12
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
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guid: 02aae87c39b869548a9051fbdb1975e6
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timeCreated: 1572012493
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
|
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assetBundleVariant:
|
||||
+86
@@ -0,0 +1,86 @@
|
||||
/******************************************************************************
|
||||
* 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.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
/// <summary>
|
||||
/// Utility component to support flipping of hinge chains (chains of HingeJoint objects) along with the parent skeleton.
|
||||
/// Note that flipping needs to be performed by 180 degree rotation at <see cref="SkeletonUtility"/>,
|
||||
/// by setting <see cref="SkeletonUtility.flipBy180DegreeRotation"/> to true, not via negative scale.
|
||||
///
|
||||
/// Note: This component is automatically attached when calling "Create Hinge Chain" at <see cref="SkeletonUtilityBone"/>,
|
||||
/// do not attempt to use this component for other purposes.
|
||||
/// </summary>
|
||||
public class FollowSkeletonUtilityRootRotation : MonoBehaviour {
|
||||
|
||||
const float FLIP_ANGLE_THRESHOLD = 100.0f;
|
||||
|
||||
public Transform reference;
|
||||
Vector3 prevLocalEulerAngles;
|
||||
|
||||
private void Start () {
|
||||
prevLocalEulerAngles = this.transform.localEulerAngles;
|
||||
}
|
||||
|
||||
void FixedUpdate () {
|
||||
this.transform.rotation = reference.rotation;
|
||||
|
||||
bool wasFlippedAroundY = Mathf.Abs(this.transform.localEulerAngles.y - prevLocalEulerAngles.y) > FLIP_ANGLE_THRESHOLD;
|
||||
bool wasFlippedAroundX = Mathf.Abs(this.transform.localEulerAngles.x - prevLocalEulerAngles.x) > FLIP_ANGLE_THRESHOLD;
|
||||
if (wasFlippedAroundY)
|
||||
CompensatePositionToYRotation();
|
||||
if (wasFlippedAroundX)
|
||||
CompensatePositionToXRotation();
|
||||
|
||||
prevLocalEulerAngles = this.transform.localEulerAngles;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compensates the position so that a child at the reference position remains in the same place,
|
||||
/// to counter any movement that occurred by rotation.
|
||||
/// </summary>
|
||||
void CompensatePositionToYRotation () {
|
||||
Vector3 newPosition = reference.position + (reference.position - this.transform.position);
|
||||
newPosition.y = this.transform.position.y;
|
||||
this.transform.position = newPosition;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compensates the position so that a child at the reference position remains in the same place,
|
||||
/// to counter any movement that occurred by rotation.
|
||||
/// </summary>
|
||||
void CompensatePositionToXRotation () {
|
||||
Vector3 newPosition = reference.position + (reference.position - this.transform.position);
|
||||
newPosition.x = this.transform.position.x;
|
||||
this.transform.position = newPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
+12
@@ -0,0 +1,12 @@
|
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fileFormatVersion: 2
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|
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timeCreated: 1571763206
|
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licenseType: Free
|
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MonoImporter:
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serializedVersion: 2
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userData:
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assetBundleVariant:
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+534
@@ -0,0 +1,534 @@
|
||||
/******************************************************************************
|
||||
* 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
|
||||
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
#define USE_RIGIDBODY_BODY_TYPE
|
||||
#endif
|
||||
|
||||
#if !SPINE_AUTO_UPGRADE_COMPONENTS_OFF
|
||||
#define AUTO_UPGRADE_TO_43_COMPONENTS
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[RequireComponent(typeof(ISkeletonRenderer))]
|
||||
[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtility")]
|
||||
public sealed class SkeletonUtility : MonoBehaviour, IUpgradable {
|
||||
|
||||
#region BoundingBoxAttachment
|
||||
public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
|
||||
Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.Data.DefaultSkin : skeleton.Data.FindSkin(skinName);
|
||||
if (skin == null) {
|
||||
Debug.LogError("Skin " + skinName + " not found!");
|
||||
return null;
|
||||
}
|
||||
|
||||
Slot slot = skeleton.FindSlot(slotName);
|
||||
Attachment attachment = slot != null ? skin.GetAttachment(slot.Data.Index, attachmentName) : null;
|
||||
if (attachment == null) {
|
||||
Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.Name);
|
||||
return null;
|
||||
}
|
||||
|
||||
BoundingBoxAttachment box = attachment as BoundingBoxAttachment;
|
||||
if (box != null) {
|
||||
return AddBoundingBoxGameObject(box.Name, box, skeleton, slot, parent, isTrigger);
|
||||
} else {
|
||||
Debug.LogFormat("Attachment '{0}' was not a Bounding Box.", attachmentName);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public static PolygonCollider2D AddBoundingBoxGameObject (string name, BoundingBoxAttachment box, Skeleton skeleton, Slot slot, Transform parent, bool isTrigger = true) {
|
||||
GameObject go = new GameObject("[BoundingBox]" + (string.IsNullOrEmpty(name) ? box.Name : name));
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Spawn BoundingBox");
|
||||
#endif
|
||||
Transform got = go.transform;
|
||||
got.parent = parent;
|
||||
got.localPosition = Vector3.zero;
|
||||
got.localRotation = Quaternion.identity;
|
||||
got.localScale = Vector3.one;
|
||||
return AddBoundingBoxAsComponent(box, skeleton, slot, go, isTrigger);
|
||||
}
|
||||
|
||||
public static PolygonCollider2D AddBoundingBoxAsComponent (BoundingBoxAttachment box, Skeleton skeleton, Slot slot, GameObject gameObject, bool isTrigger = true) {
|
||||
if (box == null) return null;
|
||||
PolygonCollider2D collider = gameObject.AddComponent<PolygonCollider2D>();
|
||||
collider.isTrigger = isTrigger;
|
||||
SetColliderPointsLocal(collider, skeleton, slot, box);
|
||||
return collider;
|
||||
}
|
||||
|
||||
public static void SetColliderPointsLocal (PolygonCollider2D collider, Skeleton skeleton, Slot slot, BoundingBoxAttachment box, float scale = 1.0f) {
|
||||
if (box == null) return;
|
||||
if (box.IsWeighted()) Debug.LogWarning("UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider points will not be animated and may have incorrect orientation. If you want to use it as a collider, please remove weights and animations from the bounding box in Spine editor.");
|
||||
Vector2[] verts = box.GetLocalVertices(skeleton, slot, null);
|
||||
if (scale != 1.0f) {
|
||||
for (int i = 0, n = verts.Length; i < n; ++i)
|
||||
verts[i] *= scale;
|
||||
}
|
||||
collider.SetPath(0, verts);
|
||||
}
|
||||
|
||||
public static Bounds GetBoundingBoxBounds (BoundingBoxAttachment boundingBox, float depth = 0) {
|
||||
float[] floats = boundingBox.Vertices;
|
||||
int floatCount = floats.Length;
|
||||
|
||||
Bounds bounds = new Bounds();
|
||||
|
||||
bounds.center = new Vector3(floats[0], floats[1], 0);
|
||||
for (int i = 2; i < floatCount; i += 2)
|
||||
bounds.Encapsulate(new Vector3(floats[i], floats[i + 1], 0));
|
||||
|
||||
Vector3 size = bounds.size;
|
||||
size.z = depth;
|
||||
bounds.size = size;
|
||||
|
||||
return bounds;
|
||||
}
|
||||
|
||||
public static Rigidbody2D AddBoneRigidbody2D (GameObject gameObject, bool isKinematic = true, float gravityScale = 0f) {
|
||||
Rigidbody2D rb = gameObject.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) {
|
||||
rb = gameObject.AddComponent<Rigidbody2D>();
|
||||
#if USE_RIGIDBODY_BODY_TYPE
|
||||
rb.bodyType = isKinematic ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic;
|
||||
#else
|
||||
rb.isKinematic = isKinematic;
|
||||
#endif
|
||||
rb.gravityScale = gravityScale;
|
||||
}
|
||||
return rb;
|
||||
}
|
||||
#endregion
|
||||
|
||||
public delegate void SkeletonUtilityDelegate ();
|
||||
public event SkeletonUtilityDelegate OnReset;
|
||||
public Transform boneRoot;
|
||||
/// <summary>
|
||||
/// If true, <see cref="Skeleton.ScaleX"/> and <see cref="Skeleton.ScaleY"/> are followed
|
||||
/// by 180 degree rotation. If false, negative Transform scale is used.
|
||||
/// Note that using negative scale is consistent with previous behaviour (hence the default),
|
||||
/// however causes serious problems with rigidbodies and physics. Therefore, it is recommended to
|
||||
/// enable this parameter where possible. When creating hinge chains for a chain of skeleton bones
|
||||
/// via <see cref="SkeletonUtilityBone"/>, it is mandatory to have <c>flipBy180DegreeRotation</c> enabled.
|
||||
/// </summary>
|
||||
public bool flipBy180DegreeRotation = false;
|
||||
|
||||
void Update () {
|
||||
Skeleton skeleton = skeletonComponent.Skeleton;
|
||||
if (skeleton != null && boneRoot != null) {
|
||||
|
||||
if (flipBy180DegreeRotation) {
|
||||
boneRoot.localScale = new Vector3(Mathf.Abs(skeleton.ScaleX), Mathf.Abs(skeleton.ScaleY), 1f);
|
||||
boneRoot.eulerAngles = new Vector3(skeleton.ScaleY > 0 ? 0 : 180,
|
||||
skeleton.ScaleX > 0 ? 0 : 180,
|
||||
0);
|
||||
} else {
|
||||
boneRoot.localScale = new Vector3(skeleton.ScaleX, skeleton.ScaleY, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
if (skeletonGraphic != null) {
|
||||
positionScale = skeletonGraphic.MeshScale;
|
||||
lastPositionScale = positionScale;
|
||||
if (boneRoot) {
|
||||
positionOffset = skeletonGraphic.MeshOffset;
|
||||
if (positionOffset != Vector2.zero) {
|
||||
boneRoot.localPosition = positionOffset;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateToMeshScaleAndOffset (MeshGeneratorBuffers ignoredParameter) {
|
||||
if (skeletonGraphic == null) return;
|
||||
|
||||
positionScale = skeletonGraphic.MeshScale;
|
||||
if (boneRoot) {
|
||||
positionOffset = skeletonGraphic.MeshOffset;
|
||||
if (positionOffset != Vector2.zero) {
|
||||
boneRoot.localPosition = positionOffset;
|
||||
}
|
||||
}
|
||||
|
||||
// Note: skeletonGraphic.MeshScale and MeshOffset can be one frame behind in Update() above.
|
||||
// Unfortunately update order is:
|
||||
// 1. SkeletonGraphic.Update updating skeleton bones and calling UpdateWorld callback,
|
||||
// calling SkeletonUtilityBone.DoUpdate() reading hierarchy.PositionScale.
|
||||
// 2. Layout change triggers SkeletonGraphic.Rebuild, updating MeshScale and MeshOffset.
|
||||
// Thus to prevent a one-frame-behind offset after a layout change affecting mesh scale,
|
||||
// we have to re-evaluate the callbacks via the lines below.
|
||||
if (lastPositionScale != positionScale) {
|
||||
UpdateLocal(skeletonGraphic);
|
||||
UpdateWorld(skeletonGraphic);
|
||||
UpdateComplete(skeletonGraphic);
|
||||
}
|
||||
}
|
||||
|
||||
[HideInInspector] public SkeletonRenderer skeletonRenderer;
|
||||
[HideInInspector] public SkeletonGraphic skeletonGraphic;
|
||||
|
||||
private ISkeletonRenderer skeletonComponent;
|
||||
[System.NonSerialized] public List<SkeletonUtilityBone> boneComponents = new List<SkeletonUtilityBone>();
|
||||
[System.NonSerialized] public List<SkeletonUtilityConstraint> constraintComponents = new List<SkeletonUtilityConstraint>();
|
||||
|
||||
|
||||
public ISkeletonComponent SkeletonComponent { get { return this.SkeletonRenderer; } }
|
||||
|
||||
public ISkeletonRenderer SkeletonRenderer {
|
||||
get {
|
||||
if (skeletonComponent == null) {
|
||||
skeletonComponent = skeletonRenderer != null ? skeletonRenderer :
|
||||
skeletonGraphic != null ? skeletonGraphic :
|
||||
GetComponent<ISkeletonRenderer>();
|
||||
}
|
||||
return skeletonComponent;
|
||||
}
|
||||
}
|
||||
|
||||
public Skeleton Skeleton {
|
||||
get {
|
||||
if (SkeletonComponent == null)
|
||||
return null;
|
||||
return skeletonComponent.Skeleton;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsValid {
|
||||
get {
|
||||
ISkeletonRenderer skeletonComponent = this.SkeletonRenderer;
|
||||
return (skeletonComponent != null && skeletonComponent.IsValid);
|
||||
}
|
||||
}
|
||||
|
||||
public float PositionScale { get { return positionScale; } }
|
||||
public Vector2 PositionOffset { get { return positionOffset; } }
|
||||
|
||||
float positionScale = 1.0f;
|
||||
float lastPositionScale = 1.0f;
|
||||
Vector2 positionOffset = Vector2.zero;
|
||||
bool hasOverrideBones;
|
||||
bool hasConstraintTargetBones;
|
||||
bool needToReprocessBones;
|
||||
|
||||
public void OnUtilityBoneChanged () {
|
||||
needToReprocessBones = true;
|
||||
}
|
||||
|
||||
public void ResubscribeEvents () {
|
||||
ResubscribeIndependentEvents();
|
||||
ResubscribeDependentEvents();
|
||||
}
|
||||
|
||||
void ResubscribeIndependentEvents () {
|
||||
ISkeletonRenderer skeletonComponent = this.SkeletonRenderer;
|
||||
if (skeletonComponent != null) {
|
||||
skeletonComponent.OnRebuild -= HandleRendererReset;
|
||||
skeletonComponent.OnRebuild += HandleRendererReset;
|
||||
}
|
||||
if (skeletonGraphic != null) {
|
||||
skeletonGraphic.OnPostProcessVertices -= UpdateToMeshScaleAndOffset;
|
||||
skeletonGraphic.OnPostProcessVertices += UpdateToMeshScaleAndOffset;
|
||||
}
|
||||
}
|
||||
|
||||
void ResubscribeDependentEvents () {
|
||||
ISkeletonRenderer skeletonComponent = this.SkeletonRenderer;
|
||||
if (skeletonComponent != null) {
|
||||
skeletonComponent.UpdateLocal -= UpdateLocal;
|
||||
skeletonComponent.UpdateWorld -= UpdateWorld;
|
||||
skeletonComponent.UpdateComplete -= UpdateComplete;
|
||||
|
||||
bool hasConstraintComponents = constraintComponents.Count > 0;
|
||||
if (hasOverrideBones || !hasConstraintTargetBones)
|
||||
skeletonComponent.UpdateLocal += UpdateLocal;
|
||||
if (hasOverrideBones || hasConstraintComponents)
|
||||
skeletonComponent.UpdateWorld += UpdateWorld;
|
||||
if (hasConstraintTargetBones)
|
||||
skeletonComponent.UpdateComplete += UpdateComplete;
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
if (skeletonRenderer == null) {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
}
|
||||
if (skeletonGraphic == null) {
|
||||
skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
}
|
||||
CollectBones();
|
||||
ResubscribeEvents();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
|
||||
void Awake () {
|
||||
if (!Application.isPlaying && !wasUpgradedTo43) {
|
||||
UpgradeTo43();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void Start () {
|
||||
//recollect because order of operations failure when switching between game mode and edit mode...
|
||||
CollectBones();
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
ISkeletonRenderer skeletonComponent = this.SkeletonRenderer;
|
||||
if (skeletonComponent != null) {
|
||||
skeletonComponent.OnRebuild -= HandleRendererReset;
|
||||
skeletonComponent.UpdateLocal -= UpdateLocal;
|
||||
skeletonComponent.UpdateWorld -= UpdateWorld;
|
||||
skeletonComponent.UpdateComplete -= UpdateComplete;
|
||||
}
|
||||
if (skeletonGraphic) {
|
||||
skeletonGraphic.OnPostProcessVertices -= UpdateToMeshScaleAndOffset;
|
||||
}
|
||||
}
|
||||
|
||||
void HandleRendererReset (ISkeletonRenderer r) {
|
||||
if (OnReset != null) OnReset();
|
||||
CollectBones();
|
||||
}
|
||||
|
||||
public void RegisterBone (SkeletonUtilityBone bone) {
|
||||
if (boneComponents.Contains(bone)) {
|
||||
return;
|
||||
} else {
|
||||
boneComponents.Add(bone);
|
||||
needToReprocessBones = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void UnregisterBone (SkeletonUtilityBone bone) {
|
||||
boneComponents.Remove(bone);
|
||||
}
|
||||
|
||||
public void RegisterConstraint (SkeletonUtilityConstraint constraint) {
|
||||
if (constraintComponents.Contains(constraint))
|
||||
return;
|
||||
else {
|
||||
constraintComponents.Add(constraint);
|
||||
needToReprocessBones = true;
|
||||
}
|
||||
}
|
||||
|
||||
public void UnregisterConstraint (SkeletonUtilityConstraint constraint) {
|
||||
constraintComponents.Remove(constraint);
|
||||
}
|
||||
|
||||
public void CollectBones () {
|
||||
ISkeletonRenderer skeletonComponent = this.SkeletonRenderer;
|
||||
if (skeletonComponent == null) return;
|
||||
Skeleton skeleton = skeletonComponent.Skeleton;
|
||||
if (skeleton == null) return;
|
||||
|
||||
if (boneRoot != null) {
|
||||
hasOverrideBones = false;
|
||||
hasConstraintTargetBones = false;
|
||||
|
||||
List<Bone> constrainedBones = new List<Bone>();
|
||||
ExposedList<IConstraint> constraints = skeleton.Constraints;
|
||||
for (int i = 0, n = constraints.Count; i < n; i++) {
|
||||
IConstraint constraint = constraints.Items[i];
|
||||
ExposedList<BonePose> bones = null;
|
||||
if (constraint is IkConstraint)
|
||||
bones = ((IkConstraint)constraint).Bones;
|
||||
else if (constraint is TransformConstraint)
|
||||
bones = ((TransformConstraint)constraint).Bones;
|
||||
else if (constraint is PathConstraint)
|
||||
bones = ((PathConstraint)constraint).Bones;
|
||||
if (bones != null) {
|
||||
for (int j = 0, m = bones.Count; j < m; j++)
|
||||
constrainedBones.Add(bones.Items[j].bone);
|
||||
}
|
||||
}
|
||||
|
||||
List<SkeletonUtilityBone> boneComponents = this.boneComponents;
|
||||
for (int i = 0, n = boneComponents.Count; i < n; i++) {
|
||||
SkeletonUtilityBone b = boneComponents[i];
|
||||
if (b.bone == null) {
|
||||
b.DoUpdate(SkeletonUtilityBone.UpdatePhase.Local);
|
||||
if (b.bone == null) continue;
|
||||
}
|
||||
hasOverrideBones |= (b.mode == SkeletonUtilityBone.Mode.Override);
|
||||
hasConstraintTargetBones |= constrainedBones.Contains(b.bone);
|
||||
}
|
||||
|
||||
needToReprocessBones = false;
|
||||
} else {
|
||||
boneComponents.Clear();
|
||||
constraintComponents.Clear();
|
||||
}
|
||||
ResubscribeDependentEvents();
|
||||
}
|
||||
|
||||
void UpdateLocal (ISkeletonRenderer skeletonRenderer) {
|
||||
UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Local);
|
||||
}
|
||||
|
||||
void UpdateWorld (ISkeletonRenderer skeletonRenderer) {
|
||||
UpdateAllBones(SkeletonUtilityBone.UpdatePhase.World);
|
||||
for (int i = 0, n = constraintComponents.Count; i < n; i++)
|
||||
constraintComponents[i].DoUpdate();
|
||||
}
|
||||
|
||||
void UpdateComplete (ISkeletonRenderer skeletonRenderer) {
|
||||
UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Complete);
|
||||
}
|
||||
|
||||
void UpdateAllBones (SkeletonUtilityBone.UpdatePhase phase) {
|
||||
if (boneRoot == null || needToReprocessBones)
|
||||
CollectBones();
|
||||
|
||||
List<SkeletonUtilityBone> boneComponents = this.boneComponents;
|
||||
if (boneComponents == null) return;
|
||||
for (int i = 0, n = boneComponents.Count; i < n; i++)
|
||||
boneComponents[i].DoUpdate(phase);
|
||||
}
|
||||
|
||||
public Transform GetBoneRoot () {
|
||||
if (boneRoot != null)
|
||||
return boneRoot;
|
||||
|
||||
GameObject boneRootObject = new GameObject("SkeletonUtility-SkeletonRoot");
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
UnityEditor.Undo.RegisterCreatedObjectUndo(boneRootObject, "Spawn Bone");
|
||||
#endif
|
||||
if (skeletonGraphic != null)
|
||||
boneRootObject.AddComponent<RectTransform>();
|
||||
|
||||
boneRoot = boneRootObject.transform;
|
||||
boneRoot.SetParent(transform);
|
||||
boneRoot.localPosition = Vector3.zero;
|
||||
boneRoot.localRotation = Quaternion.identity;
|
||||
boneRoot.localScale = Vector3.one;
|
||||
|
||||
return boneRoot;
|
||||
}
|
||||
|
||||
public GameObject SpawnRoot (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
|
||||
GetBoneRoot();
|
||||
Skeleton skeleton = this.skeletonComponent.Skeleton;
|
||||
|
||||
GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
|
||||
CollectBones();
|
||||
return go;
|
||||
}
|
||||
|
||||
public GameObject SpawnHierarchy (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
|
||||
GetBoneRoot();
|
||||
Skeleton skeleton = this.skeletonComponent.Skeleton;
|
||||
GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
|
||||
CollectBones();
|
||||
return go;
|
||||
}
|
||||
|
||||
public GameObject SpawnBoneRecursively (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
|
||||
GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca);
|
||||
|
||||
ExposedList<Bone> childrenBones = bone.Children;
|
||||
for (int i = 0, n = childrenBones.Count; i < n; i++) {
|
||||
Bone child = childrenBones.Items[i];
|
||||
SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca);
|
||||
}
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
public GameObject SpawnBone (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
|
||||
GameObject go = new GameObject(bone.Data.Name);
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying)
|
||||
UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Spawn Bone");
|
||||
#endif
|
||||
if (skeletonGraphic != null)
|
||||
go.AddComponent<RectTransform>();
|
||||
|
||||
Transform goTransform = go.transform;
|
||||
goTransform.SetParent(parent);
|
||||
|
||||
SkeletonUtilityBone b = go.AddComponent<SkeletonUtilityBone>();
|
||||
b.hierarchy = this;
|
||||
b.position = pos;
|
||||
b.rotation = rot;
|
||||
b.scale = sca;
|
||||
b.mode = mode;
|
||||
b.zPosition = true;
|
||||
b.Reset();
|
||||
b.bone = bone;
|
||||
b.boneName = bone.Data.Name;
|
||||
b.valid = true;
|
||||
|
||||
if (mode == SkeletonUtilityBone.Mode.Override) {
|
||||
var bonePose = b.bone.AppliedPose;
|
||||
if (rot) goTransform.localRotation = Quaternion.Euler(0, 0, bonePose.Rotation);
|
||||
if (pos) goTransform.localPosition = new Vector3(
|
||||
bonePose.X * positionScale + positionOffset.x, bonePose.Y * positionScale + positionOffset.y, 0);
|
||||
goTransform.localScale = new Vector3(bonePose.ScaleX, bonePose.ScaleY, 0);
|
||||
}
|
||||
|
||||
return go;
|
||||
}
|
||||
|
||||
#region Transfer of Deprecated Fields
|
||||
#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
|
||||
public void UpgradeTo43 () {
|
||||
wasUpgradedTo43 = true;
|
||||
if (skeletonRenderer == null && skeletonGraphic == null) {
|
||||
Component previousReference = previousSkeletonRenderer != null ? previousSkeletonRenderer : this;
|
||||
skeletonRenderer = previousReference.GetComponent<SkeletonRenderer>();
|
||||
if (skeletonRenderer == null)
|
||||
Debug.LogError("Please manually re-assign SkeletonRenderer at SkeletonUtility, " +
|
||||
"automatic upgrade failed.", this);
|
||||
}
|
||||
}
|
||||
[SerializeField, HideInInspector, FormerlySerializedAs("skeletonRenderer")] Component previousSkeletonRenderer;
|
||||
[SerializeField] bool wasUpgradedTo43 = false;
|
||||
#endif
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7f726fb798ad621458c431cb9966d91d
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+259
@@ -0,0 +1,259 @@
|
||||
/******************************************************************************
|
||||
* 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;
|
||||
using UnityEngine.Serialization;
|
||||
|
||||
namespace Spine.Unity {
|
||||
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[AddComponentMenu("Spine/SkeletonUtilityBone")]
|
||||
[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityBone")]
|
||||
public class SkeletonUtilityBone : MonoBehaviour {
|
||||
public enum Mode {
|
||||
Follow,
|
||||
Override
|
||||
}
|
||||
|
||||
public enum UpdatePhase {
|
||||
Local,
|
||||
World,
|
||||
Complete
|
||||
}
|
||||
|
||||
#region Inspector
|
||||
/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
|
||||
public string boneName;
|
||||
public Transform parentReference;
|
||||
[SerializeField, FormerlySerializedAs("mode")] Mode boneMode;
|
||||
public Mode mode {
|
||||
get { return boneMode; }
|
||||
set {
|
||||
if (boneMode != value) {
|
||||
boneMode = value;
|
||||
if (hierarchy != null)
|
||||
hierarchy.OnUtilityBoneChanged();
|
||||
}
|
||||
}
|
||||
}
|
||||
public bool position, rotation, scale, zPosition = true;
|
||||
[Range(0f, 1f)]
|
||||
public float overrideAlpha = 1;
|
||||
#endregion
|
||||
|
||||
public SkeletonUtility hierarchy;
|
||||
[System.NonSerialized] public Bone bone;
|
||||
[System.NonSerialized] public bool valid;
|
||||
Transform cachedTransform;
|
||||
Transform skeletonTransform;
|
||||
|
||||
Vector3 TransformLocalPosition { get { return cachedTransform.localPosition; } }
|
||||
Quaternion TransformLocalRotation { get { return cachedTransform.localRotation; } }
|
||||
Vector3 TransformLocalScale { get { return cachedTransform.localScale; } }
|
||||
|
||||
#if UNITY_EDITOR
|
||||
bool incompatibleTransformMode;
|
||||
public bool IncompatibleTransformMode { get { return incompatibleTransformMode; } }
|
||||
#endif
|
||||
|
||||
public void Reset () {
|
||||
bone = null;
|
||||
cachedTransform = transform;
|
||||
valid = hierarchy != null && hierarchy.IsValid;
|
||||
if (!valid)
|
||||
return;
|
||||
skeletonTransform = hierarchy.transform;
|
||||
hierarchy.OnReset -= HandleOnReset;
|
||||
hierarchy.OnReset += HandleOnReset;
|
||||
DoUpdate(UpdatePhase.Local);
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
if (hierarchy == null) hierarchy = transform.GetComponentInParent<SkeletonUtility>();
|
||||
if (hierarchy == null) return;
|
||||
|
||||
hierarchy.RegisterBone(this);
|
||||
hierarchy.OnReset += HandleOnReset;
|
||||
}
|
||||
|
||||
void HandleOnReset () {
|
||||
Reset();
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (hierarchy != null) {
|
||||
hierarchy.OnReset -= HandleOnReset;
|
||||
hierarchy.UnregisterBone(this);
|
||||
}
|
||||
}
|
||||
|
||||
public void DoUpdate (UpdatePhase phase) {
|
||||
if (!valid) {
|
||||
Reset();
|
||||
return;
|
||||
}
|
||||
|
||||
Skeleton skeleton = hierarchy.Skeleton;
|
||||
|
||||
if (bone == null) {
|
||||
if (string.IsNullOrEmpty(boneName)) return;
|
||||
bone = skeleton.FindBone(boneName);
|
||||
if (bone == null) {
|
||||
Debug.LogError("Bone not found: " + boneName, this);
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (!bone.Active) return;
|
||||
|
||||
float positionScale = hierarchy.PositionScale;
|
||||
|
||||
Transform thisTransform = cachedTransform;
|
||||
float skeletonFlipRotation = Mathf.Sign(skeleton.ScaleX * skeleton.ScaleY);
|
||||
if (mode == Mode.Follow) {
|
||||
var bonePose = bone.Pose;
|
||||
switch (phase) {
|
||||
case UpdatePhase.Local:
|
||||
if (position)
|
||||
thisTransform.localPosition = new Vector3(bonePose.X * positionScale, bonePose.Y * positionScale,
|
||||
zPosition ? 0 : thisTransform.localPosition.z);
|
||||
|
||||
if (rotation) {
|
||||
if (bone.Data.GetSetupPose().Inherit.InheritsRotation()) {
|
||||
thisTransform.localRotation = Quaternion.Euler(0, 0, bonePose.Rotation);
|
||||
} else {
|
||||
Vector3 euler = skeletonTransform.rotation.eulerAngles;
|
||||
thisTransform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z + (bone.AppliedPose.WorldRotationX * skeletonFlipRotation));
|
||||
}
|
||||
}
|
||||
|
||||
if (scale) {
|
||||
thisTransform.localScale = new Vector3(bonePose.ScaleX, bonePose.ScaleY, 1f);
|
||||
#if UNITY_EDITOR
|
||||
incompatibleTransformMode = BoneTransformModeIncompatible(bone);
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
case UpdatePhase.World:
|
||||
case UpdatePhase.Complete:
|
||||
var appliedPose = bone.AppliedPose;
|
||||
appliedPose.ValidateLocalTransform(skeleton);
|
||||
if (position)
|
||||
thisTransform.localPosition = new Vector3(appliedPose.X * positionScale, appliedPose.Y * positionScale,
|
||||
zPosition ? 0 : thisTransform.localPosition.z);
|
||||
|
||||
if (rotation) {
|
||||
if (bone.Data.GetSetupPose().Inherit.InheritsRotation()) {
|
||||
thisTransform.localRotation = Quaternion.Euler(0, 0, appliedPose.Rotation);
|
||||
} else {
|
||||
Vector3 euler = skeletonTransform.rotation.eulerAngles;
|
||||
thisTransform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z + (appliedPose.WorldRotationX * skeletonFlipRotation));
|
||||
}
|
||||
}
|
||||
|
||||
if (scale) {
|
||||
thisTransform.localScale = new Vector3(appliedPose.ScaleX, appliedPose.ScaleY, 1f);
|
||||
#if UNITY_EDITOR
|
||||
incompatibleTransformMode = BoneTransformModeIncompatible(bone);
|
||||
#endif
|
||||
}
|
||||
break;
|
||||
}
|
||||
} else if (mode == Mode.Override) {
|
||||
if (phase != UpdatePhase.Local)
|
||||
return;
|
||||
var bonePose = bone.Pose;
|
||||
if (parentReference == null) {
|
||||
if (position) {
|
||||
Vector3 clp = TransformLocalPosition / positionScale;
|
||||
bonePose.X = Mathf.Lerp(bonePose.X, clp.x, overrideAlpha);
|
||||
bonePose.Y = Mathf.Lerp(bonePose.Y, clp.y, overrideAlpha);
|
||||
}
|
||||
|
||||
if (rotation) {
|
||||
float angle = Mathf.LerpAngle(bonePose.Rotation, TransformLocalRotation.eulerAngles.z, overrideAlpha);
|
||||
bonePose.Rotation = angle;
|
||||
bone.AppliedPose.Rotation = angle;
|
||||
}
|
||||
|
||||
if (scale) {
|
||||
Vector3 cls = TransformLocalScale;
|
||||
bonePose.ScaleX = Mathf.Lerp(bonePose.ScaleX, cls.x, overrideAlpha);
|
||||
bonePose.ScaleY = Mathf.Lerp(bonePose.ScaleY, cls.y, overrideAlpha);
|
||||
}
|
||||
|
||||
} else {
|
||||
if (position) {
|
||||
Vector3 pos = parentReference.InverseTransformPoint(thisTransform.position) / positionScale;
|
||||
bonePose.X = Mathf.Lerp(bonePose.X, pos.x, overrideAlpha);
|
||||
bonePose.Y = Mathf.Lerp(bonePose.Y, pos.y, overrideAlpha);
|
||||
}
|
||||
|
||||
if (rotation) {
|
||||
float angle = Mathf.LerpAngle(bonePose.Rotation, Quaternion.LookRotation(Vector3.forward, parentReference.InverseTransformDirection(thisTransform.up)).eulerAngles.z, overrideAlpha);
|
||||
bonePose.Rotation = angle;
|
||||
bone.AppliedPose.Rotation = angle;
|
||||
}
|
||||
|
||||
if (scale) {
|
||||
Vector3 cls = TransformLocalScale;
|
||||
bonePose.ScaleX = Mathf.Lerp(bonePose.ScaleX, cls.x, overrideAlpha);
|
||||
bonePose.ScaleY = Mathf.Lerp(bonePose.ScaleY, cls.y, overrideAlpha);
|
||||
}
|
||||
#if UNITY_EDITOR
|
||||
incompatibleTransformMode = BoneTransformModeIncompatible(bone);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static bool BoneTransformModeIncompatible (Bone bone) {
|
||||
return !bone.Data.GetSetupPose().Inherit.InheritsScale();
|
||||
}
|
||||
|
||||
public void AddBoundingBox (Skeleton skeleton, string skinName, string slotName, string attachmentName) {
|
||||
SkeletonUtility.AddBoneRigidbody2D(transform.gameObject);
|
||||
SkeletonUtility.AddBoundingBoxGameObject(skeleton, skinName, slotName, attachmentName, transform);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmos () {
|
||||
if (IncompatibleTransformMode)
|
||||
Gizmos.DrawIcon(transform.position + new Vector3(0, 0.128f, 0), "icon-warning");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b238dfcde8209044b97d23f62bcaadf6
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+63
@@ -0,0 +1,63 @@
|
||||
/******************************************************************************
|
||||
* 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 {
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[RequireComponent(typeof(SkeletonUtilityBone))]
|
||||
[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#SkeletonUtilityConstraint")]
|
||||
public abstract class SkeletonUtilityConstraint : MonoBehaviour {
|
||||
|
||||
protected SkeletonUtilityBone bone;
|
||||
protected SkeletonUtility hierarchy;
|
||||
|
||||
protected virtual void OnEnable () {
|
||||
bone = GetComponent<SkeletonUtilityBone>();
|
||||
hierarchy = transform.GetComponentInParent<SkeletonUtility>();
|
||||
hierarchy.RegisterBone(bone); // prevent update order issues
|
||||
hierarchy.RegisterConstraint(this);
|
||||
}
|
||||
|
||||
protected virtual void OnDisable () {
|
||||
hierarchy.UnregisterConstraint(this);
|
||||
}
|
||||
|
||||
public abstract void DoUpdate ();
|
||||
}
|
||||
}
|
||||
+10
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
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guid: 522dbfcc6c916df4396f14f35048d185
|
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MonoImporter:
|
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serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user