WXMC/.svn/pristine/33/336dad75ce32e30808855b3384b57ee7625bbad0.svn-base
2024-12-04 16:18:46 +08:00

122 lines
4.6 KiB
Plaintext

/******************************************************************************
* 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.
*****************************************************************************/
using UnityEngine;
using System.Collections.Generic;
using Spine.Unity.AnimationTools;
namespace Spine.Unity {
/// <summary>
/// Add this component to a SkeletonMecanim GameObject
/// to turn motion of a selected root bone into Transform or RigidBody motion.
/// Local bone translation movement is used as motion.
/// All top-level bones of the skeleton are moved to compensate the root
/// motion bone location, keeping the distance relationship between bones intact.
/// </summary>
/// <remarks>
/// Only compatible with <c>SkeletonMecanim</c>.
/// For <c>SkeletonAnimation</c> or <c>SkeletonGraphic</c> please use
/// <see cref="SkeletonRootMotion">SkeletonRootMotion</see> instead.
/// </remarks>
[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonMecanimRootMotion")]
public class SkeletonMecanimRootMotion : SkeletonRootMotionBase {
#region Inspector
const int DefaultMecanimLayerFlags = -1;
public int mecanimLayerFlags = DefaultMecanimLayerFlags;
#endregion
protected Vector2 movementDelta;
SkeletonMecanim skeletonMecanim;
public SkeletonMecanim SkeletonMecanim {
get {
return skeletonMecanim ? skeletonMecanim : skeletonMecanim = GetComponent<SkeletonMecanim>();
}
}
public override Vector2 GetRemainingRootMotion (int layerIndex) {
var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
var animation = pair.Key;
var time = pair.Value;
if (animation == null)
return Vector2.zero;
float start = time;
float end = animation.duration;
return GetAnimationRootMotion(start, end, animation);
}
public override RootMotionInfo GetRootMotionInfo (int layerIndex) {
var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
var animation = pair.Key;
var time = pair.Value;
if (animation == null)
return new RootMotionInfo();
return GetAnimationRootMotionInfo(animation, time);
}
protected override void Reset () {
base.Reset();
mecanimLayerFlags = DefaultMecanimLayerFlags;
}
protected override void Start () {
base.Start();
skeletonMecanim = GetComponent<SkeletonMecanim>();
if (skeletonMecanim) {
skeletonMecanim.Translator.OnClipApplied -= OnClipApplied;
skeletonMecanim.Translator.OnClipApplied += OnClipApplied;
}
}
void OnClipApplied(Spine.Animation animation, int layerIndex, float weight,
float time, float lastTime, bool playsBackward) {
if (((mecanimLayerFlags & 1<<layerIndex) == 0) || weight == 0)
return;
if (!playsBackward) {
movementDelta += weight * GetAnimationRootMotion(lastTime, time, animation);
}
else {
movementDelta -= weight * GetAnimationRootMotion(time, lastTime, animation);
}
}
protected override Vector2 CalculateAnimationsMovementDelta () {
// Note: movement delta is not gather after animation but
// in OnClipApplied after every applied animation.
Vector2 result = movementDelta;
movementDelta = Vector2.zero;
return result;
}
}
}