/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ /***************************************************************************** * Skeleton Utility created by Mitch Thompson * Full irrevocable rights and permissions granted to Esoteric Software *****************************************************************************/ using System; using System.IO; using System.Collections.Generic; using UnityEngine; using Spine; /// Sets a GameObject's transform to match a bone on a Spine skeleton. [ExecuteInEditMode] [AddComponentMenu("Spine/SkeletonUtilityBone")] public class SkeletonUtilityBone : MonoBehaviour { public enum Mode { Follow, Override } [System.NonSerialized] public bool valid; [System.NonSerialized] public SkeletonUtility skeletonUtility; [System.NonSerialized] public Bone bone; public Mode mode; public bool zPosition = true; public bool position; public bool rotation; public bool scale; public bool flip; public bool flipX; [Range(0f, 1f)] public float overrideAlpha = 1; /// If a bone isn't set, boneName is used to find the bone. public String boneName; public Transform parentReference; [HideInInspector] public bool transformLerpComplete; protected Transform cachedTransform; protected Transform skeletonTransform; public bool NonUniformScaleWarning { get { return nonUniformScaleWarning; } } private bool nonUniformScaleWarning; public void Reset() { bone = null; cachedTransform = transform; valid = skeletonUtility != null && skeletonUtility.skeletonRenderer != null && skeletonUtility.skeletonRenderer.valid; if (!valid) return; skeletonTransform = skeletonUtility.transform; skeletonUtility.OnReset -= HandleOnReset; skeletonUtility.OnReset += HandleOnReset; DoUpdate(); } void OnEnable() { skeletonUtility = SkeletonUtility.GetInParent(transform); if (skeletonUtility == null) return; skeletonUtility.RegisterBone(this); skeletonUtility.OnReset += HandleOnReset; } void HandleOnReset() { Reset(); } void OnDisable() { if (skeletonUtility != null) { skeletonUtility.OnReset -= HandleOnReset; skeletonUtility.UnregisterBone(this); } } public void DoUpdate() { if (!valid) { Reset(); return; } Spine.Skeleton skeleton = skeletonUtility.skeletonRenderer.skeleton; if (bone == null) { if (boneName == null || boneName.Length == 0) return; bone = skeleton.FindBone(boneName); if (bone == null) { Debug.LogError("Bone not found: " + boneName, this); return; } } float skeletonFlipRotation = (skeleton.flipX ^ skeleton.flipY) ? -1f : 1f; float flipCompensation = 0; if (flip && (flipX || (flipX != bone.flipX)) && bone.parent != null) { flipCompensation = bone.parent.WorldRotation * -2; } if (mode == Mode.Follow) { if (flip) { flipX = bone.flipX; } if (position) { cachedTransform.localPosition = new Vector3(bone.x, bone.y, 0); } if (rotation) { if (bone.Data.InheritRotation) { if (bone.FlipX) { cachedTransform.localRotation = Quaternion.Euler(0, 180, bone.rotationIK - flipCompensation); } else { cachedTransform.localRotation = Quaternion.Euler(0, 0, bone.rotationIK); } } else { Vector3 euler = skeletonTransform.rotation.eulerAngles; cachedTransform.rotation = Quaternion.Euler(euler.x, euler.y, skeletonTransform.rotation.eulerAngles.z + (bone.worldRotation * skeletonFlipRotation)); } } if (scale) { cachedTransform.localScale = new Vector3(bone.scaleX, bone.scaleY, bone.worldFlipX ? -1 : 1); nonUniformScaleWarning = (bone.scaleX != bone.scaleY); } } else if (mode == Mode.Override) { if (transformLerpComplete) return; if (parentReference == null) { if (position) { bone.x = Mathf.Lerp(bone.x, cachedTransform.localPosition.x, overrideAlpha); bone.y = Mathf.Lerp(bone.y, cachedTransform.localPosition.y, overrideAlpha); } if (rotation) { float angle = Mathf.LerpAngle(bone.Rotation, cachedTransform.localRotation.eulerAngles.z, overrideAlpha) + flipCompensation; if (flip) { if ((!flipX && bone.flipX)) { angle -= flipCompensation; } //TODO fix this... if (angle >= 360) angle -= 360; else if (angle <= -360) angle += 360; } bone.Rotation = angle; bone.RotationIK = angle; } if (scale) { bone.scaleX = Mathf.Lerp(bone.scaleX, cachedTransform.localScale.x, overrideAlpha); bone.scaleY = Mathf.Lerp(bone.scaleY, cachedTransform.localScale.y, overrideAlpha); nonUniformScaleWarning = (bone.scaleX != bone.scaleY); } if (flip) { bone.flipX = flipX; } } else { if (transformLerpComplete) return; if (position) { Vector3 pos = parentReference.InverseTransformPoint(cachedTransform.position); bone.x = Mathf.Lerp(bone.x, pos.x, overrideAlpha); bone.y = Mathf.Lerp(bone.y, pos.y, overrideAlpha); } if (rotation) { float angle = Mathf.LerpAngle(bone.Rotation, Quaternion.LookRotation(flipX ? Vector3.forward * -1 : Vector3.forward, parentReference.InverseTransformDirection(cachedTransform.up)).eulerAngles.z, overrideAlpha) + flipCompensation; if (flip) { if ((!flipX && bone.flipX)) { angle -= flipCompensation; } //TODO fix this... if (angle >= 360) angle -= 360; else if (angle <= -360) angle += 360; } bone.Rotation = angle; bone.RotationIK = angle; } //TODO: Something about this if (scale) { bone.scaleX = Mathf.Lerp(bone.scaleX, cachedTransform.localScale.x, overrideAlpha); bone.scaleY = Mathf.Lerp(bone.scaleY, cachedTransform.localScale.y, overrideAlpha); nonUniformScaleWarning = (bone.scaleX != bone.scaleY); } if (flip) { bone.flipX = flipX; } } transformLerpComplete = true; } } public void FlipX(bool state) { if (state != flipX) { flipX = state; if (flipX && Mathf.Abs(transform.localRotation.eulerAngles.y) > 90) { skeletonUtility.skeletonAnimation.LateUpdate(); return; } else if (!flipX && Mathf.Abs(transform.localRotation.eulerAngles.y) < 90) { skeletonUtility.skeletonAnimation.LateUpdate(); return; } } bone.FlipX = state; transform.RotateAround(transform.position, skeletonUtility.transform.up, 180); Vector3 euler = transform.localRotation.eulerAngles; euler.x = 0; euler.y = bone.FlipX ? 180 : 0; transform.localRotation = Quaternion.Euler(euler); } public void AddBoundingBox(string skinName, string slotName, string attachmentName) { SkeletonUtility.AddBoundingBox(bone.skeleton, skinName, slotName, attachmentName, transform); } void OnDrawGizmos() { if (NonUniformScaleWarning) { Gizmos.DrawIcon(transform.position + new Vector3(0, 0.128f, 0), "icon-warning"); } } }