85 lines
3.1 KiB
Plaintext
85 lines
3.1 KiB
Plaintext
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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namespace Spine.Unity.Examples {
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public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
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public Transform[] eyes;
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public float radius = 0.5f;
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public Transform target;
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public Vector3 targetPosition;
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public float speed = 10;
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Vector3[] origins;
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Vector3 centerPoint;
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protected override void OnEnable () {
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if (!Application.isPlaying) return;
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base.OnEnable();
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Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
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origins = new Vector3[eyes.Length];
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for (int i = 0; i < eyes.Length; i++) {
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origins[i] = eyes[i].localPosition;
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centerBounds.Encapsulate(origins[i]);
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}
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centerPoint = centerBounds.center;
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}
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protected override void OnDisable () {
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if (!Application.isPlaying) return;
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for (int i = 0; i < eyes.Length; i++) {
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eyes[i].localPosition = origins[i];
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}
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base.OnDisable();
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}
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public override void DoUpdate () {
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if (target != null) targetPosition = target.position;
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Vector3 goal = targetPosition;
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Vector3 center = transform.TransformPoint(centerPoint);
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Vector3 dir = goal - center;
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if (dir.magnitude > 1)
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dir.Normalize();
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for (int i = 0; i < eyes.Length; i++) {
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center = transform.TransformPoint(origins[i]);
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eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius * hierarchy.PositionScale),
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speed * hierarchy.PositionScale * Time.deltaTime);
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}
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}
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}
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}
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