_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonMecanimRootMotion.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
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* 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
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*
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using Spine.Unity.AnimationTools;
using System.Collections.Generic;
using UnityEngine;
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;
protected float rotationDelta;
SkeletonMecanim skeletonMecanim;
public SkeletonMecanim SkeletonMecanim {
get {
return skeletonMecanim ? skeletonMecanim : skeletonMecanim = GetComponent<SkeletonMecanim>();
}
}
public override Vector2 GetRemainingRootMotion (int layerIndex) {
KeyValuePair<Animation, float> pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
Animation animation = pair.Key;
float 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) {
KeyValuePair<Animation, float> pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
Animation animation = pair.Key;
float time = pair.Value;
if (animation == null)
return new RootMotionInfo();
return GetAnimationRootMotionInfo(animation, time);
}
protected override void Reset () {
base.Reset();
mecanimLayerFlags = DefaultMecanimLayerFlags;
}
public override void Initialize () {
base.Initialize();
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);
}
if (transformRotation) {
if (!playsBackward) {
rotationDelta += weight * GetAnimationRootMotionRotation(lastTime, time, animation);
} else {
rotationDelta -= weight * GetAnimationRootMotionRotation(time, lastTime, animation);
}
}
}
protected override Vector2 CalculateAnimationsMovementDelta () {
// Note: movement delta is not gathered after animation but
// in OnClipApplied after every applied animation.
Vector2 result = movementDelta;
movementDelta = Vector2.zero;
return result;
}
protected override float CalculateAnimationsRotationDelta () {
// Note: movement delta is not gathered after animation but
// in OnClipApplied after every applied animation.
float result = rotationDelta;
rotationDelta = 0;
return result;
}
}
}