/****************************************************************************** * 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. *****************************************************************************/ using Spine.Unity.AnimationTools; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity { /// /// 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. /// /// /// Only compatible with SkeletonMecanim. /// For SkeletonAnimation or SkeletonGraphic please use /// SkeletonRootMotion instead. /// [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(); } } public override Vector2 GetRemainingRootMotion (int layerIndex) { KeyValuePair 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 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(); 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; } } }