92 lines
3.2 KiB
Plaintext
92 lines
3.2 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 Spine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class BoneLocalOverride : MonoBehaviour {
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[SpineBone]
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public string boneName;
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[Space]
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[Range(0, 1)] public float alpha = 1;
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[Space]
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public bool overridePosition = true;
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public Vector2 localPosition;
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[Space]
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public bool overrideRotation = true;
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[Range(0, 360)] public float rotation = 0;
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ISkeletonAnimation spineComponent;
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Bone bone;
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#if UNITY_EDITOR
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void OnValidate () {
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if (Application.isPlaying) return;
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spineComponent = spineComponent ?? GetComponent<ISkeletonAnimation>();
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if (spineComponent == null) return;
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if (bone != null) bone.SetToSetupPose();
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OverrideLocal(spineComponent);
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}
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#endif
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void Awake () {
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spineComponent = GetComponent<ISkeletonAnimation>();
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if (spineComponent == null) { this.enabled = false; return; }
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spineComponent.UpdateLocal += OverrideLocal;
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if (bone == null) { this.enabled = false; return; }
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}
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void OverrideLocal (ISkeletonAnimation animated) {
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if (bone == null || bone.Data.Name != boneName) {
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if (string.IsNullOrEmpty(boneName)) return;
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bone = spineComponent.Skeleton.FindBone(boneName);
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if (bone == null) {
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Debug.LogFormat("Cannot find bone: '{0}'", boneName);
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return;
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}
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}
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if (overridePosition) {
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bone.X = Mathf.Lerp(bone.X, localPosition.x, alpha);
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bone.Y = Mathf.Lerp(bone.Y, localPosition.y, alpha);
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}
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if (overrideRotation)
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bone.Rotation = Mathf.Lerp(bone.Rotation, rotation, alpha);
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}
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}
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}
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