252 lines
9.6 KiB
C#
252 lines
9.6 KiB
C#
|
/******************************************************************************
|
||
|
* Spine Runtimes License Agreement
|
||
|
* Last updated July 28, 2023. Replaces all prior versions.
|
||
|
*
|
||
|
* Copyright (c) 2013-2023, 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.
|
||
|
*****************************************************************************/
|
||
|
|
||
|
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||
|
#define NEW_PREFAB_SYSTEM
|
||
|
#endif
|
||
|
|
||
|
using System.Collections.Generic;
|
||
|
using UnityEngine;
|
||
|
|
||
|
namespace Spine.Unity {
|
||
|
|
||
|
#if NEW_PREFAB_SYSTEM
|
||
|
[ExecuteAlways]
|
||
|
#else
|
||
|
[ExecuteInEditMode]
|
||
|
#endif
|
||
|
[HelpURL("http://esotericsoftware.com/spine-unity#BoundingBoxFollowerGraphic")]
|
||
|
public class BoundingBoxFollowerGraphic : MonoBehaviour {
|
||
|
internal static bool DebugMessages = true;
|
||
|
|
||
|
#region Inspector
|
||
|
public SkeletonGraphic skeletonGraphic;
|
||
|
[SpineSlot(dataField: "skeletonGraphic", containsBoundingBoxes: true)]
|
||
|
public string slotName;
|
||
|
public bool isTrigger, usedByEffector, usedByComposite;
|
||
|
public bool clearStateOnDisable = true;
|
||
|
#endregion
|
||
|
|
||
|
Slot slot;
|
||
|
BoundingBoxAttachment currentAttachment;
|
||
|
string currentAttachmentName;
|
||
|
PolygonCollider2D currentCollider;
|
||
|
|
||
|
public readonly Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
|
||
|
public readonly Dictionary<BoundingBoxAttachment, string> nameTable = new Dictionary<BoundingBoxAttachment, string>();
|
||
|
|
||
|
public Slot Slot { get { return slot; } }
|
||
|
public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
|
||
|
public string CurrentAttachmentName { get { return currentAttachmentName; } }
|
||
|
public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
|
||
|
public bool IsTrigger { get { return isTrigger; } }
|
||
|
|
||
|
void Start () {
|
||
|
Initialize();
|
||
|
}
|
||
|
|
||
|
void OnEnable () {
|
||
|
if (skeletonGraphic != null) {
|
||
|
skeletonGraphic.OnRebuild -= HandleRebuild;
|
||
|
skeletonGraphic.OnRebuild += HandleRebuild;
|
||
|
}
|
||
|
|
||
|
Initialize();
|
||
|
}
|
||
|
|
||
|
void HandleRebuild (SkeletonGraphic sr) {
|
||
|
//if (BoundingBoxFollowerGraphic.DebugMessages) Debug.Log("Skeleton was rebuilt. Repopulating BoundingBoxFollowerGraphic.");
|
||
|
Initialize();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Initialize and instantiate the BoundingBoxFollowerGraphic colliders. This is method checks if the BoundingBoxFollowerGraphic has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.</summary>
|
||
|
public void Initialize (bool overwrite = false) {
|
||
|
if (skeletonGraphic == null)
|
||
|
return;
|
||
|
|
||
|
skeletonGraphic.Initialize(false);
|
||
|
|
||
|
if (string.IsNullOrEmpty(slotName))
|
||
|
return;
|
||
|
|
||
|
// Don't reinitialize if the setup did not change.
|
||
|
if (!overwrite &&
|
||
|
colliderTable.Count > 0 && slot != null && // Slot is set and colliders already populated.
|
||
|
skeletonGraphic.Skeleton == slot.Skeleton && // Skeleton object did not change.
|
||
|
slotName == slot.Data.Name // Slot object did not change.
|
||
|
)
|
||
|
return;
|
||
|
|
||
|
slot = null;
|
||
|
currentAttachment = null;
|
||
|
currentAttachmentName = null;
|
||
|
currentCollider = null;
|
||
|
colliderTable.Clear();
|
||
|
nameTable.Clear();
|
||
|
|
||
|
Skeleton skeleton = skeletonGraphic.Skeleton;
|
||
|
if (skeleton == null)
|
||
|
return;
|
||
|
slot = skeleton.FindSlot(slotName);
|
||
|
if (slot == null) {
|
||
|
if (BoundingBoxFollowerGraphic.DebugMessages)
|
||
|
Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollowerGraphic on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
|
||
|
return;
|
||
|
}
|
||
|
int slotIndex = slot.Data.Index;
|
||
|
|
||
|
int requiredCollidersCount = 0;
|
||
|
PolygonCollider2D[] colliders = GetComponents<PolygonCollider2D>();
|
||
|
if (this.gameObject.activeInHierarchy) {
|
||
|
float scale = skeletonGraphic.MeshScale;
|
||
|
foreach (Skin skin in skeleton.Data.Skins)
|
||
|
AddCollidersForSkin(skin, slotIndex, colliders, scale, ref requiredCollidersCount);
|
||
|
|
||
|
if (skeleton.Skin != null)
|
||
|
AddCollidersForSkin(skeleton.Skin, slotIndex, colliders, scale, ref requiredCollidersCount);
|
||
|
}
|
||
|
DisposeExcessCollidersAfter(requiredCollidersCount);
|
||
|
|
||
|
if (BoundingBoxFollowerGraphic.DebugMessages) {
|
||
|
bool valid = colliderTable.Count != 0;
|
||
|
if (!valid) {
|
||
|
if (this.gameObject.activeInHierarchy)
|
||
|
Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
|
||
|
else
|
||
|
Debug.LogWarning("Bounding Box Follower tried to rebuild as a prefab.");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void AddCollidersForSkin (Skin skin, int slotIndex, PolygonCollider2D[] previousColliders, float scale, ref int collidersCount) {
|
||
|
if (skin == null) return;
|
||
|
List<Skin.SkinEntry> skinEntries = new List<Skin.SkinEntry>();
|
||
|
skin.GetAttachments(slotIndex, skinEntries);
|
||
|
|
||
|
foreach (Skin.SkinEntry entry in skinEntries) {
|
||
|
Attachment attachment = skin.GetAttachment(slotIndex, entry.Name);
|
||
|
BoundingBoxAttachment boundingBoxAttachment = attachment as BoundingBoxAttachment;
|
||
|
|
||
|
if (BoundingBoxFollowerGraphic.DebugMessages && attachment != null && boundingBoxAttachment == null)
|
||
|
Debug.Log("BoundingBoxFollowerGraphic tried to follow a slot that contains non-boundingbox attachments: " + slotName);
|
||
|
|
||
|
if (boundingBoxAttachment != null) {
|
||
|
if (!colliderTable.ContainsKey(boundingBoxAttachment)) {
|
||
|
PolygonCollider2D bbCollider = collidersCount < previousColliders.Length ?
|
||
|
previousColliders[collidersCount] : gameObject.AddComponent<PolygonCollider2D>();
|
||
|
++collidersCount;
|
||
|
SkeletonUtility.SetColliderPointsLocal(bbCollider, slot, boundingBoxAttachment, scale);
|
||
|
bbCollider.isTrigger = isTrigger;
|
||
|
bbCollider.usedByEffector = usedByEffector;
|
||
|
bbCollider.usedByComposite = usedByComposite;
|
||
|
bbCollider.enabled = false;
|
||
|
bbCollider.hideFlags = HideFlags.NotEditable;
|
||
|
colliderTable.Add(boundingBoxAttachment, bbCollider);
|
||
|
nameTable.Add(boundingBoxAttachment, entry.Name);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void OnDisable () {
|
||
|
if (clearStateOnDisable)
|
||
|
ClearState();
|
||
|
|
||
|
if (skeletonGraphic != null)
|
||
|
skeletonGraphic.OnRebuild -= HandleRebuild;
|
||
|
}
|
||
|
|
||
|
public void ClearState () {
|
||
|
if (colliderTable != null)
|
||
|
foreach (PolygonCollider2D col in colliderTable.Values)
|
||
|
col.enabled = false;
|
||
|
|
||
|
currentAttachment = null;
|
||
|
currentAttachmentName = null;
|
||
|
currentCollider = null;
|
||
|
}
|
||
|
|
||
|
void DisposeExcessCollidersAfter (int requiredCount) {
|
||
|
PolygonCollider2D[] colliders = GetComponents<PolygonCollider2D>();
|
||
|
if (colliders.Length == 0) return;
|
||
|
|
||
|
for (int i = requiredCount; i < colliders.Length; ++i) {
|
||
|
PolygonCollider2D collider = colliders[i];
|
||
|
if (collider != null) {
|
||
|
#if UNITY_EDITOR
|
||
|
if (Application.isEditor && !Application.isPlaying)
|
||
|
DestroyImmediate(collider);
|
||
|
else
|
||
|
#endif
|
||
|
Destroy(collider);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void LateUpdate () {
|
||
|
if (slot != null && slot.Attachment != currentAttachment)
|
||
|
MatchAttachment(slot.Attachment);
|
||
|
}
|
||
|
|
||
|
/// <summary>Sets the current collider to match attachment.</summary>
|
||
|
/// <param name="attachment">If the attachment is not a bounding box, it will be treated as null.</param>
|
||
|
void MatchAttachment (Attachment attachment) {
|
||
|
BoundingBoxAttachment bbAttachment = attachment as BoundingBoxAttachment;
|
||
|
|
||
|
if (BoundingBoxFollowerGraphic.DebugMessages && attachment != null && bbAttachment == null)
|
||
|
Debug.LogWarning("BoundingBoxFollowerGraphic tried to match a non-boundingbox attachment. It will treat it as null.");
|
||
|
|
||
|
if (currentCollider != null)
|
||
|
currentCollider.enabled = false;
|
||
|
|
||
|
if (bbAttachment == null) {
|
||
|
currentCollider = null;
|
||
|
currentAttachment = null;
|
||
|
currentAttachmentName = null;
|
||
|
} else {
|
||
|
PolygonCollider2D foundCollider;
|
||
|
colliderTable.TryGetValue(bbAttachment, out foundCollider);
|
||
|
if (foundCollider != null) {
|
||
|
currentCollider = foundCollider;
|
||
|
currentCollider.enabled = true;
|
||
|
currentAttachment = bbAttachment;
|
||
|
currentAttachmentName = nameTable[bbAttachment];
|
||
|
} else {
|
||
|
currentCollider = null;
|
||
|
currentAttachment = bbAttachment;
|
||
|
currentAttachmentName = null;
|
||
|
if (BoundingBoxFollowerGraphic.DebugMessages) Debug.LogFormat("Collider for BoundingBoxAttachment named '{0}' was not initialized. It is possibly from a new skin. currentAttachmentName will be null. You may need to call BoundingBoxFollowerGraphic.Initialize(overwrite: true);", bbAttachment.Name);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|