WXMC/.svn/pristine/8a/8a22fd8e9b2c58241752bd3263a4c0533fa49548.svn-base

542 lines
23 KiB
Plaintext
Raw Permalink Normal View History

2024-12-04 16:18:46 +08:00
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*****************************************************************************/
// Contributed by: Mitch Thompson
#if UNITY_2019_2_OR_NEWER
#define HINGE_JOINT_NEW_BEHAVIOUR
#endif
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using Spine;
namespace Spine.Unity.Editor {
using Icons = SpineEditorUtilities.Icons;
[CustomEditor(typeof(SkeletonUtilityBone)), CanEditMultipleObjects]
public class SkeletonUtilityBoneInspector : UnityEditor.Editor {
SerializedProperty mode, boneName, zPosition, position, rotation, scale, overrideAlpha, hierarchy, parentReference;
GUIContent hierarchyLabel;
//multi selected flags
bool containsFollows, containsOverrides, multiObject;
//single selected helpers
SkeletonUtilityBone utilityBone;
SkeletonUtility skeletonUtility;
bool canCreateHingeChain = false;
Dictionary<Slot, List<BoundingBoxAttachment>> boundingBoxTable = new Dictionary<Slot, List<BoundingBoxAttachment>>();
void OnEnable () {
mode = this.serializedObject.FindProperty("mode");
boneName = this.serializedObject.FindProperty("boneName");
zPosition = this.serializedObject.FindProperty("zPosition");
position = this.serializedObject.FindProperty("position");
rotation = this.serializedObject.FindProperty("rotation");
scale = this.serializedObject.FindProperty("scale");
overrideAlpha = this.serializedObject.FindProperty("overrideAlpha");
hierarchy = this.serializedObject.FindProperty("hierarchy");
hierarchyLabel = new GUIContent("Skeleton Utility Parent");
parentReference = this.serializedObject.FindProperty("parentReference");
utilityBone = (SkeletonUtilityBone)target;
skeletonUtility = utilityBone.hierarchy;
EvaluateFlags();
if (!utilityBone.valid && skeletonUtility != null) {
if (skeletonUtility.skeletonRenderer != null)
skeletonUtility.skeletonRenderer.Initialize(false);
if (skeletonUtility.skeletonGraphic != null)
skeletonUtility.skeletonGraphic.Initialize(false);
}
canCreateHingeChain = CanCreateHingeChain();
boundingBoxTable.Clear();
if (multiObject) return;
if (utilityBone.bone == null) return;
var skeleton = utilityBone.bone.Skeleton;
int slotCount = skeleton.Slots.Count;
Skin skin = skeleton.Skin;
if (skeleton.Skin == null)
skin = skeleton.Data.DefaultSkin;
for(int i = 0; i < slotCount; i++){
Slot slot = skeletonUtility.Skeleton.Slots.Items[i];
if (slot.Bone == utilityBone.bone) {
var slotAttachments = new List<Skin.SkinEntry>();
int slotIndex = skeleton.FindSlotIndex(slot.Data.Name);
skin.GetAttachments(slotIndex, slotAttachments);
var boundingBoxes = new List<BoundingBoxAttachment>();
foreach (var att in slotAttachments) {
var boundingBoxAttachment = att.Attachment as BoundingBoxAttachment;
if (boundingBoxAttachment != null)
boundingBoxes.Add(boundingBoxAttachment);
}
if (boundingBoxes.Count > 0)
boundingBoxTable.Add(slot, boundingBoxes);
}
}
}
void EvaluateFlags () {
if (Selection.objects.Length == 1) {
containsFollows = utilityBone.mode == SkeletonUtilityBone.Mode.Follow;
containsOverrides = utilityBone.mode == SkeletonUtilityBone.Mode.Override;
} else {
int boneCount = 0;
foreach (Object o in Selection.objects) {
var go = o as GameObject;
if (go != null) {
SkeletonUtilityBone sub = go.GetComponent<SkeletonUtilityBone>();
if (sub != null) {
boneCount++;
containsFollows |= (sub.mode == SkeletonUtilityBone.Mode.Follow);
containsOverrides |= (sub.mode == SkeletonUtilityBone.Mode.Override);
}
}
}
multiObject |= (boneCount > 1);
}
}
public override void OnInspectorGUI () {
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(mode);
if (EditorGUI.EndChangeCheck()) {
containsOverrides = mode.enumValueIndex == 1;
containsFollows = mode.enumValueIndex == 0;
}
using (new EditorGUI.DisabledGroupScope(multiObject)) {
string str = boneName.stringValue;
if (str == "")
str = "<None>";
if (multiObject)
str = "<Multiple>";
using (new GUILayout.HorizontalScope()) {
EditorGUILayout.PrefixLabel("Bone");
if (GUILayout.Button(str, EditorStyles.popup)) {
BoneSelectorContextMenu(str, ((SkeletonUtilityBone)target).hierarchy.Skeleton.Bones, "<None>", TargetBoneSelected);
}
}
}
EditorGUILayout.PropertyField(zPosition);
EditorGUILayout.PropertyField(position);
EditorGUILayout.PropertyField(rotation);
EditorGUILayout.PropertyField(scale);
using (new EditorGUI.DisabledGroupScope(containsFollows)) {
EditorGUILayout.PropertyField(overrideAlpha);
EditorGUILayout.PropertyField(parentReference);
EditorGUILayout.PropertyField(hierarchy, hierarchyLabel);
}
EditorGUILayout.Space();
using (new GUILayout.HorizontalScope()) {
EditorGUILayout.Space();
using (new EditorGUI.DisabledGroupScope(multiObject || !utilityBone.valid || utilityBone.bone == null || utilityBone.bone.Children.Count == 0)) {
if (GUILayout.Button(SpineInspectorUtility.TempContent("Add Child Bone", Icons.bone), GUILayout.MinWidth(120), GUILayout.Height(24)))
BoneSelectorContextMenu("", utilityBone.bone.Children, "<Recursively>", SpawnChildBoneSelected);
}
using (new EditorGUI.DisabledGroupScope(multiObject || !utilityBone.valid || utilityBone.bone == null || containsOverrides)) {
if (GUILayout.Button(SpineInspectorUtility.TempContent("Add Override", Icons.poseBones), GUILayout.MinWidth(120), GUILayout.Height(24)))
SpawnOverride();
}
EditorGUILayout.Space();
}
EditorGUILayout.Space();
using (new GUILayout.HorizontalScope()) {
EditorGUILayout.Space();
using (new EditorGUI.DisabledGroupScope(multiObject || !utilityBone.valid || !canCreateHingeChain)) {
if (GUILayout.Button(SpineInspectorUtility.TempContent("Create 3D Hinge Chain", Icons.hingeChain), GUILayout.MinWidth(120), GUILayout.Height(24)))
CreateHingeChain();
if (GUILayout.Button(SpineInspectorUtility.TempContent("Create 2D Hinge Chain", Icons.hingeChain), GUILayout.MinWidth(120), GUILayout.Height(24)))
CreateHingeChain2D();
}
EditorGUILayout.Space();
}
using (new EditorGUI.DisabledGroupScope(multiObject || boundingBoxTable.Count == 0)) {
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Bounding Boxes", Icons.boundingBox), EditorStyles.boldLabel);
foreach (var entry in boundingBoxTable){
Slot slot = entry.Key;
var boundingBoxes = entry.Value;
EditorGUI.indentLevel++;
EditorGUILayout.LabelField(slot.Data.Name);
EditorGUI.indentLevel++;
{
foreach (var box in boundingBoxes) {
using (new GUILayout.HorizontalScope()) {
GUILayout.Space(30);
string buttonLabel = box.IsWeighted() ? box.Name + " (!)" : box.Name;
if (GUILayout.Button(buttonLabel, GUILayout.Width(200))) {
utilityBone.bone.Skeleton.UpdateWorldTransform();
var bbTransform = utilityBone.transform.Find("[BoundingBox]" + box.Name); // Use FindChild in older versions of Unity.
if (bbTransform != null) {
var originalCollider = bbTransform.GetComponent<PolygonCollider2D>();
if (originalCollider != null)
SkeletonUtility.SetColliderPointsLocal(originalCollider, slot, box);
else
SkeletonUtility.AddBoundingBoxAsComponent(box, slot, bbTransform.gameObject);
} else {
var newPolygonCollider = SkeletonUtility.AddBoundingBoxGameObject(null, box, slot, utilityBone.transform);
bbTransform = newPolygonCollider.transform;
}
EditorGUIUtility.PingObject(bbTransform);
}
}
}
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
}
BoneFollowerInspector.RecommendRigidbodyButton(utilityBone);
serializedObject.ApplyModifiedProperties();
}
static void BoneSelectorContextMenu (string current, ExposedList<Bone> bones, string topValue, GenericMenu.MenuFunction2 callback) {
var menu = new GenericMenu();
if (topValue != "")
menu.AddItem(new GUIContent(topValue), current == topValue, callback, null);
for (int i = 0; i < bones.Count; i++)
menu.AddItem(new GUIContent(bones.Items[i].Data.Name), bones.Items[i].Data.Name == current, callback, bones.Items[i]);
menu.ShowAsContext();
}
void TargetBoneSelected (object obj) {
if (obj == null) {
boneName.stringValue = "";
serializedObject.ApplyModifiedProperties();
} else {
var bone = (Bone)obj;
boneName.stringValue = bone.Data.Name;
serializedObject.ApplyModifiedProperties();
utilityBone.Reset();
}
}
void SpawnChildBoneSelected (object obj) {
if (obj == null) {
// Add recursively
foreach (var bone in utilityBone.bone.Children) {
GameObject go = skeletonUtility.SpawnBoneRecursively(bone, utilityBone.transform, utilityBone.mode, utilityBone.position, utilityBone.rotation, utilityBone.scale);
SkeletonUtilityBone[] newUtilityBones = go.GetComponentsInChildren<SkeletonUtilityBone>();
foreach (SkeletonUtilityBone utilBone in newUtilityBones)
SkeletonUtilityInspector.AttachIcon(utilBone);
}
} else {
var bone = (Bone)obj;
GameObject go = skeletonUtility.SpawnBone(bone, utilityBone.transform, utilityBone.mode, utilityBone.position, utilityBone.rotation, utilityBone.scale);
SkeletonUtilityInspector.AttachIcon(go.GetComponent<SkeletonUtilityBone>());
Selection.activeGameObject = go;
EditorGUIUtility.PingObject(go);
}
}
void SpawnOverride () {
GameObject go = skeletonUtility.SpawnBone(utilityBone.bone, utilityBone.transform.parent, SkeletonUtilityBone.Mode.Override, utilityBone.position, utilityBone.rotation, utilityBone.scale);
go.name = go.name + " [Override]";
SkeletonUtilityInspector.AttachIcon(go.GetComponent<SkeletonUtilityBone>());
Selection.activeGameObject = go;
EditorGUIUtility.PingObject(go);
}
bool CanCreateHingeChain () {
if (utilityBone == null)
return false;
if (utilityBone.GetComponent<Rigidbody>() != null || utilityBone.GetComponent<Rigidbody2D>() != null)
return false;
if (utilityBone.bone != null && utilityBone.bone.Children.Count == 0)
return false;
var rigidbodies = utilityBone.GetComponentsInChildren<Rigidbody>();
var rigidbodies2D = utilityBone.GetComponentsInChildren<Rigidbody2D>();
return rigidbodies.Length <= 0 && rigidbodies2D.Length <= 0;
}
void CreateHingeChain2D () {
var kinematicParentUtilityBone = utilityBone.transform.parent.GetComponent<SkeletonUtilityBone>();
if (kinematicParentUtilityBone == null) {
UnityEditor.EditorUtility.DisplayDialog("No parent SkeletonUtilityBone found!", "Please select the first physically moving chain node, having a parent GameObject with a SkeletonUtilityBone component attached.", "OK");
return;
}
float mass = 10;
const float rotationLimit = 20.0f;
SetSkeletonUtilityToFlipByRotation();
kinematicParentUtilityBone.mode = SkeletonUtilityBone.Mode.Follow;
kinematicParentUtilityBone.position = kinematicParentUtilityBone.rotation = kinematicParentUtilityBone.scale = kinematicParentUtilityBone.zPosition = true;
GameObject commonParentObject = new GameObject(skeletonUtility.name + " HingeChain Parent " + utilityBone.name);
var commonParentActivateOnFlip = commonParentObject.AddComponent<ActivateBasedOnFlipDirection>();
commonParentActivateOnFlip.skeletonRenderer = skeletonUtility.skeletonRenderer;
commonParentActivateOnFlip.skeletonGraphic = skeletonUtility.skeletonGraphic;
// HingeChain Parent
// Needs to be on top hierarchy level (not attached to the moving skeleton at least) for physics to apply proper momentum.
GameObject normalChainParentObject = new GameObject("HingeChain");
normalChainParentObject.transform.SetParent(commonParentObject.transform);
commonParentActivateOnFlip.activeOnNormalX = normalChainParentObject;
//var followRotationComponent = normalChainParentObject.AddComponent<FollowSkeletonUtilityRootRotation>();
//followRotationComponent.reference = skeletonUtility.boneRoot;
// Follower Kinematic Rigidbody
GameObject followerKinematicObject = new GameObject(kinematicParentUtilityBone.name + " Follower");
followerKinematicObject.transform.parent = normalChainParentObject.transform;
var followerRigidbody = followerKinematicObject.AddComponent<Rigidbody2D>();
followerRigidbody.mass = mass;
followerRigidbody.isKinematic = true;
followerKinematicObject.AddComponent<FollowLocationRigidbody2D>().reference = kinematicParentUtilityBone.transform;
followerKinematicObject.transform.position = kinematicParentUtilityBone.transform.position;
followerKinematicObject.transform.rotation = kinematicParentUtilityBone.transform.rotation;
// Child Bones
var utilityBones = utilityBone.GetComponentsInChildren<SkeletonUtilityBone>();
var childBoneParentReference = followerKinematicObject.transform;
for (int i = 0; i < utilityBones.Length; ++i) {
var childBone = utilityBones[i];
mass *= 0.75f;
childBone.parentReference = (i == 0) ? kinematicParentUtilityBone.transform : childBoneParentReference;
childBone.transform.SetParent(normalChainParentObject.transform, true); // we need a flat hierarchy of all Joint objects in Unity.
AttachRigidbodyAndCollider2D(childBone);
childBone.mode = SkeletonUtilityBone.Mode.Override;
childBone.scale = childBone.position = childBone.zPosition = false;
HingeJoint2D joint = childBone.gameObject.AddComponent<HingeJoint2D>();
joint.connectedBody = childBoneParentReference.GetComponent<Rigidbody2D>();
joint.useLimits = true;
ApplyJoint2DAngleLimits(joint, rotationLimit, childBoneParentReference, childBone.transform);
childBone.GetComponent<Rigidbody2D>().mass = mass;
childBoneParentReference = childBone.transform;
}
Duplicate2DHierarchyForFlippedChains(normalChainParentObject, commonParentActivateOnFlip, skeletonUtility.transform, rotationLimit);
UnityEditor.Selection.activeGameObject = commonParentObject;
}
void ApplyJoint2DAngleLimits (HingeJoint2D joint, float rotationLimit, Transform parentBone, Transform bone) {
#if HINGE_JOINT_NEW_BEHAVIOUR
float referenceAngle = (parentBone.eulerAngles.z - bone.eulerAngles.z + 360f) % 360f;
float minAngle = referenceAngle - rotationLimit;
float maxAngle = referenceAngle + rotationLimit;
if (maxAngle > 270f) {
minAngle -= 360f;
maxAngle -= 360f;
}
if (minAngle < -90f) {
minAngle += 360f;
maxAngle += 360f;
}
#else
float minAngle = - rotationLimit;
float maxAngle = rotationLimit;
#endif
joint.limits = new JointAngleLimits2D {
min = minAngle,
max = maxAngle
};
}
void Duplicate2DHierarchyForFlippedChains (GameObject normalChainParentObject, ActivateBasedOnFlipDirection commonParentActivateOnFlip,
Transform skeletonUtilityRoot, float rotationLimit) {
GameObject mirroredChain = GameObject.Instantiate(normalChainParentObject, normalChainParentObject.transform.position,
normalChainParentObject.transform.rotation, commonParentActivateOnFlip.transform);
mirroredChain.name = normalChainParentObject.name + " FlippedX";
commonParentActivateOnFlip.activeOnFlippedX = mirroredChain;
var followerKinematicObject = mirroredChain.GetComponentInChildren<FollowLocationRigidbody2D>();
followerKinematicObject.followFlippedX = true;
FlipBone2DHorizontal(followerKinematicObject.transform, skeletonUtilityRoot);
var childBoneJoints = mirroredChain.GetComponentsInChildren<HingeJoint2D>();
Transform prevRotatedChild = null;
Transform parentTransformForAngles = followerKinematicObject.transform;
for (int i = 0; i < childBoneJoints.Length; ++i) {
var joint = childBoneJoints[i];
FlipBone2DHorizontal(joint.transform, skeletonUtilityRoot);
ApplyJoint2DAngleLimits(joint, rotationLimit, parentTransformForAngles, joint.transform);
GameObject rotatedChild = GameObject.Instantiate(joint.gameObject, joint.transform, true);
rotatedChild.name = joint.name + " rotated";
var rotationEulerAngles = rotatedChild.transform.localEulerAngles;
rotationEulerAngles.x = 180;
rotatedChild.transform.localEulerAngles = rotationEulerAngles;
DestroyImmediate(rotatedChild.GetComponent<HingeJoint2D>());
DestroyImmediate(rotatedChild.GetComponent<BoxCollider2D>());
DestroyImmediate(rotatedChild.GetComponent<Rigidbody2D>());
DestroyImmediate(joint.gameObject.GetComponent<SkeletonUtilityBone>());
if (i > 0) {
var utilityBone = rotatedChild.GetComponent<SkeletonUtilityBone>();
utilityBone.parentReference = prevRotatedChild;
}
prevRotatedChild = rotatedChild.transform;
parentTransformForAngles = joint.transform;
}
mirroredChain.SetActive(false);
}
void FlipBone2DHorizontal(Transform bone, Transform mirrorPosition) {
Vector3 position = bone.position;
position.x = 2 * mirrorPosition.position.x - position.x; // = mirrorPosition + (mirrorPosition - bone.position)
bone.position = position;
Vector3 boneZ = bone.forward;
Vector3 boneX = bone.right;
boneX.x *= -1;
bone.rotation = Quaternion.LookRotation(boneZ, Vector3.Cross(boneZ, boneX));
}
void CreateHingeChain () {
var kinematicParentUtilityBone = utilityBone.transform.parent.GetComponent<SkeletonUtilityBone>();
if (kinematicParentUtilityBone == null) {
UnityEditor.EditorUtility.DisplayDialog("No parent SkeletonUtilityBone found!", "Please select the first physically moving chain node, having a parent GameObject with a SkeletonUtilityBone component attached.", "OK");
return;
}
SetSkeletonUtilityToFlipByRotation();
kinematicParentUtilityBone.mode = SkeletonUtilityBone.Mode.Follow;
kinematicParentUtilityBone.position = kinematicParentUtilityBone.rotation = kinematicParentUtilityBone.scale = kinematicParentUtilityBone.zPosition = true;
// HingeChain Parent
// Needs to be on top hierarchy level (not attached to the moving skeleton at least) for physics to apply proper momentum.
GameObject chainParentObject = new GameObject(skeletonUtility.name + " HingeChain Parent " + utilityBone.name);
var followRotationComponent = chainParentObject.AddComponent<FollowSkeletonUtilityRootRotation>();
followRotationComponent.reference = skeletonUtility.boneRoot;
// Follower Kinematic Rigidbody
GameObject followerKinematicObject = new GameObject(kinematicParentUtilityBone.name + " Follower");
followerKinematicObject.transform.parent = chainParentObject.transform;
var followerRigidbody = followerKinematicObject.AddComponent<Rigidbody>();
followerRigidbody.mass = 10;
followerRigidbody.isKinematic = true;
followerKinematicObject.AddComponent<FollowLocationRigidbody>().reference = kinematicParentUtilityBone.transform;
followerKinematicObject.transform.position = kinematicParentUtilityBone.transform.position;
followerKinematicObject.transform.rotation = kinematicParentUtilityBone.transform.rotation;
// Child Bones
var utilityBones = utilityBone.GetComponentsInChildren<SkeletonUtilityBone>();
var childBoneParentReference = followerKinematicObject.transform;
foreach (var childBone in utilityBones) {
childBone.parentReference = childBoneParentReference;
childBone.transform.SetParent(chainParentObject.transform, true); // we need a flat hierarchy of all Joint objects in Unity.
AttachRigidbodyAndCollider(childBone);
childBone.mode = SkeletonUtilityBone.Mode.Override;
HingeJoint joint = childBone.gameObject.AddComponent<HingeJoint>();
joint.axis = Vector3.forward;
joint.connectedBody = childBoneParentReference.GetComponent<Rigidbody>();
joint.useLimits = true;
joint.limits = new JointLimits {
min = -20,
max = 20
};
childBone.GetComponent<Rigidbody>().mass = childBoneParentReference.transform.GetComponent<Rigidbody>().mass * 0.75f;
childBoneParentReference = childBone.transform;
}
UnityEditor.Selection.activeGameObject = chainParentObject;
}
void SetSkeletonUtilityToFlipByRotation () {
if (!skeletonUtility.flipBy180DegreeRotation) {
skeletonUtility.flipBy180DegreeRotation = true;
Debug.Log("Set SkeletonUtility " + skeletonUtility.name + " to flip by rotation instead of negative scale (required).", skeletonUtility);
}
}
static void AttachRigidbodyAndCollider (SkeletonUtilityBone utilBone, bool enableCollider = false) {
if (utilBone.GetComponent<Collider>() == null) {
if (utilBone.bone.Data.Length == 0) {
SphereCollider sphere = utilBone.gameObject.AddComponent<SphereCollider>();
sphere.radius = 0.1f;
sphere.enabled = enableCollider;
} else {
float length = utilBone.bone.Data.Length;
BoxCollider box = utilBone.gameObject.AddComponent<BoxCollider>();
box.size = new Vector3(length, length / 3f, 0.2f);
box.center = new Vector3(length / 2f, 0, 0);
box.enabled = enableCollider;
}
}
utilBone.gameObject.AddComponent<Rigidbody>();
}
static void AttachRigidbodyAndCollider2D(SkeletonUtilityBone utilBone, bool enableCollider = false) {
if (utilBone.GetComponent<Collider2D>() == null) {
if (utilBone.bone.Data.Length == 0) {
var sphere = utilBone.gameObject.AddComponent<CircleCollider2D>();
sphere.radius = 0.1f;
sphere.enabled = enableCollider;
}
else {
float length = utilBone.bone.Data.Length;
var box = utilBone.gameObject.AddComponent<BoxCollider2D>();
box.size = new Vector3(length, length / 3f, 0.2f);
box.offset = new Vector3(length / 2f, 0, 0);
box.enabled = enableCollider;
}
}
utilBone.gameObject.AddComponent<Rigidbody2D>();
}
}
}