/******************************************************************************
* 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");
}
}
}