122 lines
4.6 KiB
Plaintext
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;
|
|
}
|
|
}
|
|
}
|