Files
AIC-Project/Client/Assets/Spine/Runtime/spine-unity/Components/Following/PointFollower.cs
T
2026-07-10 10:24:29 +08:00

198 lines
7.2 KiB
C#

/******************************************************************************
* 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 !SPINE_AUTO_UPGRADE_COMPONENTS_OFF
#define AUTO_UPGRADE_TO_43_COMPONENTS
#endif
using UnityEngine;
using UnityEngine.Serialization;
namespace Spine.Unity {
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]
#else
[ExecuteInEditMode]
#endif
[AddComponentMenu("Spine/Point Follower")]
[HelpURL("https://esotericsoftware.com/spine-unity-utility-components#PointFollower")]
public class PointFollower : MonoBehaviour, IHasSkeletonRenderer, IHasSkeletonComponent, IUpgradable {
public SkeletonRenderer skeletonRenderer;
public ISkeletonRenderer SkeletonRenderer { get { return this.skeletonRenderer; } }
public ISkeletonRenderer Renderer { get { return this.skeletonRenderer; } }
public ISkeletonComponent SkeletonComponent { get { return skeletonRenderer as ISkeletonComponent; } }
[SpineSlot(dataField: "skeletonRenderer", includeNone: true)]
public string slotName;
[SpineAttachment(slotField: "slotName", dataField: "skeletonRenderer", fallbackToTextField: true, includeNone: true)]
public string pointAttachmentName;
public bool followRotation = true;
public bool followSkeletonFlip = true;
public bool followSkeletonZPosition = false;
Transform skeletonTransform;
bool skeletonTransformIsParent;
PointAttachment point;
Bone bone;
bool valid;
public bool IsValid { get { return valid; } }
#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
protected void Awake () {
if (!Application.isPlaying && !wasUpgradedTo43) {
UpgradeTo43();
}
}
#endif
public void Initialize () {
valid = skeletonRenderer != null && skeletonRenderer.valid;
if (!valid)
return;
UpdateReferences();
#if UNITY_EDITOR
if (Application.isEditor) LateUpdate();
#endif
}
private void HandleRebuildRenderer (ISkeletonRenderer skeletonRenderer) {
Initialize();
}
void UpdateReferences () {
skeletonTransform = skeletonRenderer.transform;
skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
skeletonRenderer.OnRebuild += HandleRebuildRenderer;
skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
bone = null;
point = null;
if (!string.IsNullOrEmpty(pointAttachmentName)) {
Skeleton skeleton = skeletonRenderer.Skeleton;
Slot slot = skeleton.FindSlot(slotName);
if (slot != null) {
int slotIndex = slot.Data.Index;
bone = slot.Bone;
point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
}
}
}
void OnDestroy () {
if (skeletonRenderer != null)
skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
}
public void LateUpdate () {
#if UNITY_EDITOR
if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
#endif
if (point == null) {
if (string.IsNullOrEmpty(pointAttachmentName)) return;
UpdateReferences();
if (point == null) return;
}
Vector2 worldPos;
var bonePose = bone.AppliedPose;
point.ComputeWorldPosition(bonePose, out worldPos.x, out worldPos.y);
float rotation = point.ComputeWorldRotation(bonePose);
Transform thisTransform = this.transform;
if (skeletonTransformIsParent) {
// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
thisTransform.localPosition = new Vector3(worldPos.x, worldPos.y, followSkeletonZPosition ? 0f : thisTransform.localPosition.z);
if (followRotation) {
float halfRotation = rotation * 0.5f * Mathf.Deg2Rad;
Quaternion q = default(Quaternion);
q.z = Mathf.Sin(halfRotation);
q.w = Mathf.Cos(halfRotation);
thisTransform.localRotation = q;
}
} else {
// For special cases: Use transform world properties if transform relationship is complicated
Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(worldPos.x, worldPos.y, 0f));
if (!followSkeletonZPosition)
targetWorldPosition.z = thisTransform.position.z;
Transform transformParent = thisTransform.parent;
if (transformParent != null) {
Matrix4x4 m = transformParent.localToWorldMatrix;
if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
rotation = -rotation;
}
if (followRotation) {
Vector3 transformWorldRotation = skeletonTransform.rotation.eulerAngles;
thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(transformWorldRotation.x, transformWorldRotation.y, transformWorldRotation.z + rotation));
} else {
thisTransform.position = targetWorldPosition;
}
}
if (followSkeletonFlip) {
Vector3 localScale = thisTransform.localScale;
Skeleton skeleton = skeletonRenderer.Skeleton;
localScale.y = Mathf.Abs(localScale.y) * Mathf.Sign(skeleton.ScaleX * skeleton.ScaleY);
thisTransform.localScale = localScale;
}
}
#region Transfer of Deprecated Fields
#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
public virtual void UpgradeTo43 () {
wasUpgradedTo43 = true;
if (skeletonRenderer == null) {
Component previousReference = previousSkeletonRenderer != null ? previousSkeletonRenderer : this;
skeletonRenderer = previousReference.GetComponent<SkeletonRenderer>();
if (skeletonRenderer == null)
Debug.LogError("Please manually re-assign SkeletonRenderer at PointFollower, " +
"automatic upgrade failed.", this);
}
}
[SerializeField, HideInInspector, FormerlySerializedAs("skeletonRenderer")] Component previousSkeletonRenderer;
[SerializeField] protected bool wasUpgradedTo43 = false;
#endif
#endregion
}
}