_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtility.cs

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/******************************************************************************
* 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
[RequireComponent(typeof(ISkeletonAnimation))]
[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonUtility")]
public sealed class SkeletonUtility : MonoBehaviour {
#region BoundingBoxAttachment
public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.Data.DefaultSkin : skeleton.Data.FindSkin(skinName);
if (skin == null) {
Debug.LogError("Skin " + skinName + " not found!");
return null;
}
Slot slot = skeleton.FindSlot(slotName);
Attachment attachment = slot != null ? skin.GetAttachment(slot.Data.Index, attachmentName) : null;
if (attachment == null) {
Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.Name);
return null;
}
BoundingBoxAttachment box = attachment as BoundingBoxAttachment;
if (box != null) {
return AddBoundingBoxGameObject(box.Name, box, slot, parent, isTrigger);
} else {
Debug.LogFormat("Attachment '{0}' was not a Bounding Box.", attachmentName);
return null;
}
}
public static PolygonCollider2D AddBoundingBoxGameObject (string name, BoundingBoxAttachment box, Slot slot, Transform parent, bool isTrigger = true) {
GameObject go = new GameObject("[BoundingBox]" + (string.IsNullOrEmpty(name) ? box.Name : name));
#if UNITY_EDITOR
if (!Application.isPlaying)
UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Spawn BoundingBox");
#endif
Transform got = go.transform;
got.parent = parent;
got.localPosition = Vector3.zero;
got.localRotation = Quaternion.identity;
got.localScale = Vector3.one;
return AddBoundingBoxAsComponent(box, slot, go, isTrigger);
}
public static PolygonCollider2D AddBoundingBoxAsComponent (BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true) {
if (box == null) return null;
PolygonCollider2D collider = gameObject.AddComponent<PolygonCollider2D>();
collider.isTrigger = isTrigger;
SetColliderPointsLocal(collider, slot, box);
return collider;
}
public static void SetColliderPointsLocal (PolygonCollider2D collider, Slot slot, BoundingBoxAttachment box, float scale = 1.0f) {
if (box == null) return;
if (box.IsWeighted()) Debug.LogWarning("UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider points will not be animated and may have incorrect orientation. If you want to use it as a collider, please remove weights and animations from the bounding box in Spine editor.");
Vector2[] verts = box.GetLocalVertices(slot, null);
if (scale != 1.0f) {
for (int i = 0, n = verts.Length; i < n; ++i)
verts[i] *= scale;
}
collider.SetPath(0, verts);
}
public static Bounds GetBoundingBoxBounds (BoundingBoxAttachment boundingBox, float depth = 0) {
float[] floats = boundingBox.Vertices;
int floatCount = floats.Length;
Bounds bounds = new Bounds();
bounds.center = new Vector3(floats[0], floats[1], 0);
for (int i = 2; i < floatCount; i += 2)
bounds.Encapsulate(new Vector3(floats[i], floats[i + 1], 0));
Vector3 size = bounds.size;
size.z = depth;
bounds.size = size;
return bounds;
}
public static Rigidbody2D AddBoneRigidbody2D (GameObject gameObject, bool isKinematic = true, float gravityScale = 0f) {
Rigidbody2D rb = gameObject.GetComponent<Rigidbody2D>();
if (rb == null) {
rb = gameObject.AddComponent<Rigidbody2D>();
rb.isKinematic = isKinematic;
rb.gravityScale = gravityScale;
}
return rb;
}
#endregion
public delegate void SkeletonUtilityDelegate ();
public event SkeletonUtilityDelegate OnReset;
public Transform boneRoot;
/// <summary>
/// If true, <see cref="Skeleton.ScaleX"/> and <see cref="Skeleton.ScaleY"/> are followed
/// by 180 degree rotation. If false, negative Transform scale is used.
/// Note that using negative scale is consistent with previous behaviour (hence the default),
/// however causes serious problems with rigidbodies and physics. Therefore, it is recommended to
/// enable this parameter where possible. When creating hinge chains for a chain of skeleton bones
/// via <see cref="SkeletonUtilityBone"/>, it is mandatory to have <c>flipBy180DegreeRotation</c> enabled.
/// </summary>
public bool flipBy180DegreeRotation = false;
void Update () {
Skeleton skeleton = skeletonComponent.Skeleton;
if (skeleton != null && boneRoot != null) {
if (flipBy180DegreeRotation) {
boneRoot.localScale = new Vector3(Mathf.Abs(skeleton.ScaleX), Mathf.Abs(skeleton.ScaleY), 1f);
boneRoot.eulerAngles = new Vector3(skeleton.ScaleY > 0 ? 0 : 180,
skeleton.ScaleX > 0 ? 0 : 180,
0);
} else {
boneRoot.localScale = new Vector3(skeleton.ScaleX, skeleton.ScaleY, 1f);
}
}
if (skeletonGraphic != null) {
positionScale = skeletonGraphic.MeshScale;
lastPositionScale = positionScale;
if (boneRoot) {
positionOffset = skeletonGraphic.MeshOffset;
if (positionOffset != Vector2.zero) {
boneRoot.localPosition = positionOffset;
}
}
}
}
void UpdateToMeshScaleAndOffset (MeshGeneratorBuffers ignoredParameter) {
if (skeletonGraphic == null) return;
positionScale = skeletonGraphic.MeshScale;
if (boneRoot) {
positionOffset = skeletonGraphic.MeshOffset;
if (positionOffset != Vector2.zero) {
boneRoot.localPosition = positionOffset;
}
}
// Note: skeletonGraphic.MeshScale and MeshOffset can be one frame behind in Update() above.
// Unfortunately update order is:
// 1. SkeletonGraphic.Update updating skeleton bones and calling UpdateWorld callback,
// calling SkeletonUtilityBone.DoUpdate() reading hierarchy.PositionScale.
// 2. Layout change triggers SkeletonGraphic.Rebuild, updating MeshScale and MeshOffset.
// Thus to prevent a one-frame-behind offset after a layout change affecting mesh scale,
// we have to re-evaluate the callbacks via the lines below.
if (lastPositionScale != positionScale) {
UpdateLocal(skeletonAnimation);
UpdateWorld(skeletonAnimation);
UpdateComplete(skeletonAnimation);
}
}
[HideInInspector] public SkeletonRenderer skeletonRenderer;
[HideInInspector] public SkeletonGraphic skeletonGraphic;
[System.NonSerialized] public ISkeletonAnimation skeletonAnimation;
private ISkeletonComponent skeletonComponent;
[System.NonSerialized] public List<SkeletonUtilityBone> boneComponents = new List<SkeletonUtilityBone>();
[System.NonSerialized] public List<SkeletonUtilityConstraint> constraintComponents = new List<SkeletonUtilityConstraint>();
public ISkeletonComponent SkeletonComponent {
get {
if (skeletonComponent == null) {
skeletonComponent = skeletonRenderer != null ? skeletonRenderer.GetComponent<ISkeletonComponent>() :
skeletonGraphic != null ? skeletonGraphic.GetComponent<ISkeletonComponent>() :
GetComponent<ISkeletonComponent>();
}
return skeletonComponent;
}
}
public Skeleton Skeleton {
get {
if (SkeletonComponent == null)
return null;
return skeletonComponent.Skeleton;
}
}
public bool IsValid {
get {
return (skeletonRenderer != null && skeletonRenderer.valid) ||
(skeletonGraphic != null && skeletonGraphic.IsValid);
}
}
public float PositionScale { get { return positionScale; } }
public Vector2 PositionOffset { get { return positionOffset; } }
float positionScale = 1.0f;
float lastPositionScale = 1.0f;
Vector2 positionOffset = Vector2.zero;
bool hasOverrideBones;
bool hasConstraints;
bool needToReprocessBones;
public void ResubscribeEvents () {
ResubscribeIndependentEvents();
ResubscribeDependentEvents();
}
void ResubscribeIndependentEvents () {
if (skeletonRenderer != null) {
skeletonRenderer.OnRebuild -= HandleRendererReset;
skeletonRenderer.OnRebuild += HandleRendererReset;
} else if (skeletonGraphic != null) {
skeletonGraphic.OnRebuild -= HandleRendererReset;
skeletonGraphic.OnRebuild += HandleRendererReset;
skeletonGraphic.OnPostProcessVertices -= UpdateToMeshScaleAndOffset;
skeletonGraphic.OnPostProcessVertices += UpdateToMeshScaleAndOffset;
}
if (skeletonAnimation != null) {
skeletonAnimation.UpdateLocal -= UpdateLocal;
skeletonAnimation.UpdateLocal += UpdateLocal;
}
}
void ResubscribeDependentEvents () {
if (skeletonAnimation != null) {
skeletonAnimation.UpdateWorld -= UpdateWorld;
skeletonAnimation.UpdateComplete -= UpdateComplete;
if (hasOverrideBones || hasConstraints)
skeletonAnimation.UpdateWorld += UpdateWorld;
if (hasConstraints)
skeletonAnimation.UpdateComplete += UpdateComplete;
}
}
void OnEnable () {
if (skeletonRenderer == null) {
skeletonRenderer = GetComponent<SkeletonRenderer>();
}
if (skeletonGraphic == null) {
skeletonGraphic = GetComponent<SkeletonGraphic>();
}
if (skeletonAnimation == null) {
skeletonAnimation = skeletonRenderer != null ? skeletonRenderer.GetComponent<ISkeletonAnimation>() :
skeletonGraphic != null ? skeletonGraphic.GetComponent<ISkeletonAnimation>() :
GetComponent<ISkeletonAnimation>();
}
if (skeletonComponent == null) {
skeletonComponent = skeletonRenderer != null ? skeletonRenderer.GetComponent<ISkeletonComponent>() :
skeletonGraphic != null ? skeletonGraphic.GetComponent<ISkeletonComponent>() :
GetComponent<ISkeletonComponent>();
}
CollectBones();
ResubscribeEvents();
}
void Start () {
//recollect because order of operations failure when switching between game mode and edit mode...
CollectBones();
}
void OnDisable () {
if (skeletonRenderer != null)
skeletonRenderer.OnRebuild -= HandleRendererReset;
if (skeletonGraphic != null) {
skeletonGraphic.OnRebuild -= HandleRendererReset;
skeletonGraphic.OnPostProcessVertices -= UpdateToMeshScaleAndOffset;
}
if (skeletonAnimation != null) {
skeletonAnimation.UpdateLocal -= UpdateLocal;
skeletonAnimation.UpdateWorld -= UpdateWorld;
skeletonAnimation.UpdateComplete -= UpdateComplete;
}
}
void HandleRendererReset (SkeletonRenderer r) {
if (OnReset != null) OnReset();
CollectBones();
}
void HandleRendererReset (SkeletonGraphic g) {
if (OnReset != null) OnReset();
CollectBones();
}
public void RegisterBone (SkeletonUtilityBone bone) {
if (boneComponents.Contains(bone)) {
return;
} else {
boneComponents.Add(bone);
needToReprocessBones = true;
}
}
public void UnregisterBone (SkeletonUtilityBone bone) {
boneComponents.Remove(bone);
}
public void RegisterConstraint (SkeletonUtilityConstraint constraint) {
if (constraintComponents.Contains(constraint))
return;
else {
constraintComponents.Add(constraint);
needToReprocessBones = true;
}
}
public void UnregisterConstraint (SkeletonUtilityConstraint constraint) {
constraintComponents.Remove(constraint);
}
public void CollectBones () {
Skeleton skeleton = skeletonComponent.Skeleton;
if (skeleton == null) return;
if (boneRoot != null) {
List<object> constraintTargets = new List<System.Object>();
ExposedList<IkConstraint> ikConstraints = skeleton.IkConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++)
constraintTargets.Add(ikConstraints.Items[i].Target);
ExposedList<TransformConstraint> transformConstraints = skeleton.TransformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++)
constraintTargets.Add(transformConstraints.Items[i].Target);
List<SkeletonUtilityBone> boneComponents = this.boneComponents;
for (int i = 0, n = boneComponents.Count; i < n; i++) {
SkeletonUtilityBone b = boneComponents[i];
if (b.bone == null) {
b.DoUpdate(SkeletonUtilityBone.UpdatePhase.Local);
if (b.bone == null) continue;
}
hasOverrideBones |= (b.mode == SkeletonUtilityBone.Mode.Override);
hasConstraints |= constraintTargets.Contains(b.bone);
}
hasConstraints |= constraintComponents.Count > 0;
needToReprocessBones = false;
} else {
boneComponents.Clear();
constraintComponents.Clear();
}
ResubscribeDependentEvents();
}
void UpdateLocal (ISkeletonAnimation anim) {
if (needToReprocessBones)
CollectBones();
List<SkeletonUtilityBone> boneComponents = this.boneComponents;
if (boneComponents == null) return;
for (int i = 0, n = boneComponents.Count; i < n; i++)
boneComponents[i].transformLerpComplete = false;
UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Local);
}
void UpdateWorld (ISkeletonAnimation anim) {
UpdateAllBones(SkeletonUtilityBone.UpdatePhase.World);
for (int i = 0, n = constraintComponents.Count; i < n; i++)
constraintComponents[i].DoUpdate();
}
void UpdateComplete (ISkeletonAnimation anim) {
UpdateAllBones(SkeletonUtilityBone.UpdatePhase.Complete);
}
void UpdateAllBones (SkeletonUtilityBone.UpdatePhase phase) {
if (boneRoot == null)
CollectBones();
List<SkeletonUtilityBone> boneComponents = this.boneComponents;
if (boneComponents == null) return;
for (int i = 0, n = boneComponents.Count; i < n; i++)
boneComponents[i].DoUpdate(phase);
}
public Transform GetBoneRoot () {
if (boneRoot != null)
return boneRoot;
GameObject boneRootObject = new GameObject("SkeletonUtility-SkeletonRoot");
#if UNITY_EDITOR
if (!Application.isPlaying)
UnityEditor.Undo.RegisterCreatedObjectUndo(boneRootObject, "Spawn Bone");
#endif
if (skeletonGraphic != null)
boneRootObject.AddComponent<RectTransform>();
boneRoot = boneRootObject.transform;
boneRoot.SetParent(transform);
boneRoot.localPosition = Vector3.zero;
boneRoot.localRotation = Quaternion.identity;
boneRoot.localScale = Vector3.one;
return boneRoot;
}
public GameObject SpawnRoot (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GetBoneRoot();
Skeleton skeleton = this.skeletonComponent.Skeleton;
GameObject go = SpawnBone(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
CollectBones();
return go;
}
public GameObject SpawnHierarchy (SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GetBoneRoot();
Skeleton skeleton = this.skeletonComponent.Skeleton;
GameObject go = SpawnBoneRecursively(skeleton.RootBone, boneRoot, mode, pos, rot, sca);
CollectBones();
return go;
}
public GameObject SpawnBoneRecursively (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GameObject go = SpawnBone(bone, parent, mode, pos, rot, sca);
ExposedList<Bone> childrenBones = bone.Children;
for (int i = 0, n = childrenBones.Count; i < n; i++) {
Bone child = childrenBones.Items[i];
SpawnBoneRecursively(child, go.transform, mode, pos, rot, sca);
}
return go;
}
public GameObject SpawnBone (Bone bone, Transform parent, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca) {
GameObject go = new GameObject(bone.Data.Name);
#if UNITY_EDITOR
if (!Application.isPlaying)
UnityEditor.Undo.RegisterCreatedObjectUndo(go, "Spawn Bone");
#endif
if (skeletonGraphic != null)
go.AddComponent<RectTransform>();
Transform goTransform = go.transform;
goTransform.SetParent(parent);
SkeletonUtilityBone b = go.AddComponent<SkeletonUtilityBone>();
b.hierarchy = this;
b.position = pos;
b.rotation = rot;
b.scale = sca;
b.mode = mode;
b.zPosition = true;
b.Reset();
b.bone = bone;
b.boneName = bone.Data.Name;
b.valid = true;
if (mode == SkeletonUtilityBone.Mode.Override) {
if (rot) goTransform.localRotation = Quaternion.Euler(0, 0, b.bone.AppliedRotation);
if (pos) goTransform.localPosition = new Vector3(b.bone.X * positionScale + positionOffset.x, b.bone.Y * positionScale + positionOffset.y, 0);
goTransform.localScale = new Vector3(b.bone.ScaleX, b.bone.ScaleY, 0);
}
return go;
}
}
}