init
This commit is contained in:
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
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|
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folderAsset: yes
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timeCreated: 1563304075
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licenseType: Free
|
||||
DefaultImporter:
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,37 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SkeletonRagdoll2DInspector { }
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b6dd0b99faf3aeb4d803eb9989cb369c
|
||||
timeCreated: 1431741936
|
||||
licenseType: Free
|
||||
MonoImporter:
|
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serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,46 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public class SkeletonRagdollInspector : UnityEditor.Editor {
|
||||
[CustomPropertyDrawer(typeof(SkeletonRagdoll.LayerFieldAttribute))]
|
||||
public class LayerFieldPropertyDrawer : PropertyDrawer {
|
||||
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
|
||||
property.intValue = EditorGUI.LayerField(position, label, property.intValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c95a670c56447c644a0f062e4cdd448e
|
||||
timeCreated: 1431740230
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,18 @@
|
||||
{
|
||||
"name": "spine-unity-examples-editor",
|
||||
"references": [
|
||||
"spine-unity",
|
||||
"spine-unity-examples"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
],
|
||||
"excludePlatforms": [],
|
||||
"allowUnsafeCode": false,
|
||||
"overrideReferences": false,
|
||||
"precompiledReferences": [],
|
||||
"autoReferenced": true,
|
||||
"defineConstraints": [],
|
||||
"versionDefines": [],
|
||||
"noEngineReferences": false
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
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guid: 39599136c72c0b64b925d3ff2885aecb
|
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AssemblyDefinitionImporter:
|
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externalObjects: {}
|
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userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,443 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRagdoll : MonoBehaviour {
|
||||
static Transform parentSpaceHelper;
|
||||
|
||||
#region Inspector
|
||||
[Header("Hierarchy")]
|
||||
[SpineBone]
|
||||
public string startingBoneName = "";
|
||||
[SpineBone]
|
||||
public List<string> stopBoneNames = new List<string>();
|
||||
|
||||
[Header("Parameters")]
|
||||
public bool applyOnStart;
|
||||
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
||||
public bool disableIK = true;
|
||||
public bool disableOtherConstraints = false;
|
||||
[Space(18)]
|
||||
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||||
public bool pinStartBone;
|
||||
[Tooltip("Enable Collision between adjacent ragdoll elements (IE: Neck and Head)")]
|
||||
public bool enableJointCollision;
|
||||
public bool useGravity = true;
|
||||
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
|
||||
public float thickness = 0.125f;
|
||||
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
||||
public float rotationLimit = 20;
|
||||
public float rootMass = 20;
|
||||
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
||||
[Range(0.01f, 1f)]
|
||||
public float massFalloffFactor = 0.4f;
|
||||
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
||||
public int colliderLayer = 0;
|
||||
[Range(0, 1)]
|
||||
public float mix = 1;
|
||||
public bool oldRagdollBehaviour = false;
|
||||
#endregion
|
||||
|
||||
ISkeletonAnimation targetSkeletonComponent;
|
||||
Skeleton skeleton;
|
||||
struct BoneFlipEntry {
|
||||
public BoneFlipEntry (bool flipX, bool flipY) {
|
||||
this.flipX = flipX;
|
||||
this.flipY = flipY;
|
||||
}
|
||||
|
||||
public bool flipX;
|
||||
public bool flipY;
|
||||
}
|
||||
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||||
Dictionary<Bone, BoneFlipEntry> boneFlipTable = new Dictionary<Bone, BoneFlipEntry>();
|
||||
Transform ragdollRoot;
|
||||
public Rigidbody RootRigidbody { get; private set; }
|
||||
public Bone StartingBone { get; private set; }
|
||||
Vector3 rootOffset;
|
||||
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||||
bool isActive;
|
||||
public bool IsActive { get { return this.isActive; } }
|
||||
|
||||
IEnumerator Start () {
|
||||
if (parentSpaceHelper == null) {
|
||||
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||||
parentSpaceHelper.hideFlags = HideFlags.HideInHierarchy;
|
||||
}
|
||||
|
||||
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||||
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||||
skeleton = targetSkeletonComponent.Skeleton;
|
||||
|
||||
if (applyOnStart) {
|
||||
yield return null;
|
||||
Apply();
|
||||
}
|
||||
}
|
||||
|
||||
#region API
|
||||
public Rigidbody[] RigidbodyArray {
|
||||
get {
|
||||
if (!isActive)
|
||||
return new Rigidbody[0];
|
||||
|
||||
var rigidBodies = new Rigidbody[boneTable.Count];
|
||||
int i = 0;
|
||||
foreach (Transform t in boneTable.Values) {
|
||||
rigidBodies[i] = t.GetComponent<Rigidbody>();
|
||||
i++;
|
||||
}
|
||||
|
||||
return rigidBodies;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EstimatedSkeletonPosition {
|
||||
get { return RootRigidbody.position - rootOffset; }
|
||||
}
|
||||
|
||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||
public void Apply () {
|
||||
isActive = true;
|
||||
mix = 1;
|
||||
|
||||
StartingBone = skeleton.FindBone(startingBoneName);
|
||||
RecursivelyCreateBoneProxies(StartingBone);
|
||||
|
||||
RootRigidbody = boneTable[StartingBone].GetComponent<Rigidbody>();
|
||||
RootRigidbody.isKinematic = pinStartBone;
|
||||
RootRigidbody.mass = rootMass;
|
||||
var boneColliders = new List<Collider>();
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
Transform parentTransform;
|
||||
boneColliders.Add(t.GetComponent<Collider>());
|
||||
if (b == StartingBone) {
|
||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||
ragdollRoot.SetParent(transform, false);
|
||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root's parent, thus the skeleton's scale and position.
|
||||
ragdollRoot.localPosition = new Vector3(skeleton.X, skeleton.Y, 0);
|
||||
ragdollRoot.localRotation = (skeleton.ScaleX < 0) ? Quaternion.Euler(0, 0, 180.0f) : Quaternion.identity;
|
||||
} else {
|
||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, b.Parent.WorldRotationX - b.Parent.ShearX);
|
||||
}
|
||||
parentTransform = ragdollRoot;
|
||||
rootOffset = t.position - transform.position;
|
||||
} else {
|
||||
parentTransform = boneTable[b.Parent];
|
||||
}
|
||||
|
||||
// Add joint and attach to parent.
|
||||
var rbParent = parentTransform.GetComponent<Rigidbody>();
|
||||
if (rbParent != null) {
|
||||
var joint = t.gameObject.AddComponent<HingeJoint>();
|
||||
joint.connectedBody = rbParent;
|
||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||
localPos.x *= 1;
|
||||
joint.connectedAnchor = localPos;
|
||||
joint.axis = Vector3.forward;
|
||||
|
||||
joint.GetComponent<Rigidbody>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||
joint.limits = new JointLimits {
|
||||
min = -rotationLimit,
|
||||
max = rotationLimit,
|
||||
};
|
||||
joint.useLimits = true;
|
||||
joint.enableCollision = enableJointCollision;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore collisions among bones.
|
||||
for (int x = 0; x < boneColliders.Count; x++) {
|
||||
for (int y = 0; y < boneColliders.Count; y++) {
|
||||
if (x == y) continue;
|
||||
Physics.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy existing override-mode SkeletonUtilityBones.
|
||||
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
if (utilityBones.Length > 0) {
|
||||
var destroyedUtilityBoneNames = new List<string>();
|
||||
foreach (var ub in utilityBones) {
|
||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||
Destroy(ub.gameObject);
|
||||
}
|
||||
}
|
||||
if (destroyedUtilityBoneNames.Count > 0) {
|
||||
string msg = "Destroyed Utility Bones: ";
|
||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||
msg += destroyedUtilityBoneNames[i];
|
||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||
msg += ",";
|
||||
}
|
||||
}
|
||||
Debug.LogWarning(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable skeleton constraints.
|
||||
if (disableIK) {
|
||||
var ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
ikConstraints.Items[i].Mix = 0;
|
||||
}
|
||||
|
||||
if (disableOtherConstraints) {
|
||||
var transformConstraints = skeleton.TransformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
transformConstraints.Items[i].MixRotate = 0;
|
||||
transformConstraints.Items[i].MixScaleX = 0;
|
||||
transformConstraints.Items[i].MixScaleY = 0;
|
||||
transformConstraints.Items[i].MixShearY = 0;
|
||||
transformConstraints.Items[i].MixX = 0;
|
||||
transformConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
|
||||
var pathConstraints = skeleton.PathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
pathConstraints.Items[i].MixRotate = 0;
|
||||
pathConstraints.Items[i].MixX = 0;
|
||||
pathConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
}
|
||||
|
||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||
public Coroutine SmoothMix (float target, float duration) {
|
||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||
}
|
||||
|
||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||
float startTime = Time.time;
|
||||
float startMix = mix;
|
||||
while (mix > 0) {
|
||||
skeleton.SetBonesToSetupPose();
|
||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||
if (!isActive) {
|
||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = worldPosition - transform.position;
|
||||
transform.position = worldPosition;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
public void Remove () {
|
||||
isActive = false;
|
||||
foreach (var t in boneTable.Values)
|
||||
Destroy(t.gameObject);
|
||||
|
||||
Destroy(ragdollRoot.gameObject);
|
||||
|
||||
boneTable.Clear();
|
||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
public Rigidbody GetRigidbody (string boneName) {
|
||||
var bone = skeleton.FindBone(boneName);
|
||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody>() : null;
|
||||
}
|
||||
#endregion
|
||||
|
||||
void RecursivelyCreateBoneProxies (Bone b) {
|
||||
string boneName = b.Data.Name;
|
||||
if (stopBoneNames.Contains(boneName))
|
||||
return;
|
||||
|
||||
var boneGameObject = new GameObject(boneName);
|
||||
boneGameObject.layer = colliderLayer;
|
||||
Transform t = boneGameObject.transform;
|
||||
boneTable.Add(b, t);
|
||||
|
||||
t.parent = transform;
|
||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
|
||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
|
||||
|
||||
var colliders = AttachBoundingBoxRagdollColliders(b);
|
||||
if (colliders.Count == 0) {
|
||||
float length = b.Data.Length;
|
||||
if (length == 0) {
|
||||
var ball = boneGameObject.AddComponent<SphereCollider>();
|
||||
ball.radius = thickness * 0.5f;
|
||||
} else {
|
||||
var box = boneGameObject.AddComponent<BoxCollider>();
|
||||
box.size = new Vector3(length, thickness, thickness);
|
||||
box.center = new Vector3(length * 0.5f, 0);
|
||||
}
|
||||
}
|
||||
var rb = boneGameObject.AddComponent<Rigidbody>();
|
||||
rb.constraints = RigidbodyConstraints.FreezePositionZ;
|
||||
|
||||
foreach (Bone child in b.Children)
|
||||
RecursivelyCreateBoneProxies(child);
|
||||
}
|
||||
|
||||
void UpdateSpineSkeleton (ISkeletonAnimation skeletonRenderer) {
|
||||
bool parentFlipX;
|
||||
bool parentFlipY;
|
||||
GetStartBoneParentFlipState(out parentFlipX, out parentFlipY);
|
||||
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
bool isStartingBone = b == StartingBone;
|
||||
var parentBone = b.Parent;
|
||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[parentBone];
|
||||
if (!isStartingBone) {
|
||||
var parentBoneFlip = boneFlipTable[parentBone];
|
||||
parentFlipX = parentBoneFlip.flipX;
|
||||
parentFlipY = parentBoneFlip.flipY;
|
||||
}
|
||||
bool flipX = parentFlipX ^ (b.ScaleX < 0);
|
||||
bool flipY = parentFlipY ^ (b.ScaleY < 0);
|
||||
|
||||
BoneFlipEntry boneFlip;
|
||||
boneFlipTable.TryGetValue(b, out boneFlip);
|
||||
boneFlip.flipX = flipX;
|
||||
boneFlip.flipY = flipY;
|
||||
boneFlipTable[b] = boneFlip;
|
||||
|
||||
bool flipXOR = flipX ^ flipY;
|
||||
bool parentFlipXOR = parentFlipX ^ parentFlipY;
|
||||
|
||||
if (!oldRagdollBehaviour && isStartingBone) {
|
||||
if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
|
||||
ragdollRoot.localPosition = new Vector3(parentBone.WorldX, parentBone.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
ragdollRoot.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||
|
||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||
parentSpaceHelper.localScale = parentTransform.lossyScale;
|
||||
|
||||
if (oldRagdollBehaviour) {
|
||||
if (isStartingBone && b != skeleton.RootBone) {
|
||||
Vector3 localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
parentSpaceHelper.position = ragdollRoot.TransformPoint(localPosition);
|
||||
parentSpaceHelper.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
parentSpaceHelper.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 boneWorldPosition = t.position;
|
||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||
|
||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||
|
||||
if (flipXOR) boneLocalPosition.y *= -1f;
|
||||
if (parentFlipXOR != flipXOR) boneLocalPosition.y *= -1f;
|
||||
|
||||
if (parentFlipXOR) boneLocalRotation *= -1f;
|
||||
if (parentFlipX != flipX) boneLocalRotation += 180;
|
||||
|
||||
b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
|
||||
b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
|
||||
b.Rotation = Mathf.Lerp(b.Rotation, boneLocalRotation, mix);
|
||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||
}
|
||||
}
|
||||
|
||||
void GetStartBoneParentFlipState (out bool parentFlipX, out bool parentFlipY) {
|
||||
parentFlipX = skeleton.ScaleX < 0;
|
||||
parentFlipY = skeleton.ScaleY < 0;
|
||||
var parent = this.StartingBone == null ? null : this.StartingBone.Parent;
|
||||
while (parent != null) {
|
||||
parentFlipX ^= parent.ScaleX < 0;
|
||||
parentFlipY ^= parent.ScaleY < 0;
|
||||
parent = parent.Parent;
|
||||
}
|
||||
}
|
||||
|
||||
List<Collider> AttachBoundingBoxRagdollColliders (Bone b) {
|
||||
const string AttachmentNameMarker = "ragdoll";
|
||||
var colliders = new List<Collider>();
|
||||
|
||||
Transform t = boneTable[b];
|
||||
GameObject go = t.gameObject;
|
||||
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||
|
||||
var skinEntries = new List<Skin.SkinEntry>();
|
||||
foreach (Slot s in skeleton.Slots) {
|
||||
if (s.Bone == b) {
|
||||
skin.GetAttachments(skeleton.Slots.IndexOf(s), skinEntries);
|
||||
|
||||
foreach (var entry in skinEntries) {
|
||||
var bbAttachment = entry.Attachment as BoundingBoxAttachment;
|
||||
if (bbAttachment != null) {
|
||||
if (!entry.Name.ToLower().Contains(AttachmentNameMarker))
|
||||
continue;
|
||||
|
||||
var bbCollider = go.AddComponent<BoxCollider>();
|
||||
var bounds = SkeletonUtility.GetBoundingBoxBounds(bbAttachment, thickness);
|
||||
bbCollider.center = bounds.center;
|
||||
bbCollider.size = bounds.size;
|
||||
colliders.Add(bbCollider);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return colliders;
|
||||
}
|
||||
|
||||
public class LayerFieldAttribute : PropertyAttribute { }
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 373527d2bf3351348b9fcc499ce9ea23
|
||||
timeCreated: 1430552693
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,472 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
#if UNITY_2019_2 || UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 // note: 2020.3+ uses old bahavior again
|
||||
#define HINGE_JOINT_2019_BEHAVIOUR
|
||||
#endif
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRagdoll2D : MonoBehaviour {
|
||||
static Transform parentSpaceHelper;
|
||||
|
||||
#region Inspector
|
||||
[Header("Hierarchy")]
|
||||
[SpineBone]
|
||||
public string startingBoneName = "";
|
||||
[SpineBone]
|
||||
public List<string> stopBoneNames = new List<string>();
|
||||
|
||||
[Header("Parameters")]
|
||||
public bool applyOnStart;
|
||||
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
||||
public bool disableIK = true;
|
||||
public bool disableOtherConstraints = false;
|
||||
[Space]
|
||||
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||||
public bool pinStartBone;
|
||||
public float gravityScale = 1;
|
||||
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
|
||||
public float thickness = 0.125f;
|
||||
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
||||
public float rotationLimit = 20;
|
||||
public float rootMass = 20;
|
||||
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
||||
[Range(0.01f, 1f)]
|
||||
public float massFalloffFactor = 0.4f;
|
||||
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
||||
[SkeletonRagdoll.LayerField]
|
||||
public int colliderLayer = 0;
|
||||
[Range(0, 1)]
|
||||
public float mix = 1;
|
||||
public bool oldRagdollBehaviour = false;
|
||||
#endregion
|
||||
|
||||
ISkeletonAnimation targetSkeletonComponent;
|
||||
Skeleton skeleton;
|
||||
struct BoneFlipEntry {
|
||||
public BoneFlipEntry (bool flipX, bool flipY) {
|
||||
this.flipX = flipX;
|
||||
this.flipY = flipY;
|
||||
}
|
||||
|
||||
public bool flipX;
|
||||
public bool flipY;
|
||||
}
|
||||
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||||
Dictionary<Bone, BoneFlipEntry> boneFlipTable = new Dictionary<Bone, BoneFlipEntry>();
|
||||
Transform ragdollRoot;
|
||||
public Rigidbody2D RootRigidbody { get; private set; }
|
||||
public Bone StartingBone { get; private set; }
|
||||
Vector2 rootOffset;
|
||||
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||||
bool isActive;
|
||||
public bool IsActive { get { return this.isActive; } }
|
||||
|
||||
IEnumerator Start () {
|
||||
if (parentSpaceHelper == null) {
|
||||
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||||
}
|
||||
|
||||
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||||
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||||
skeleton = targetSkeletonComponent.Skeleton;
|
||||
|
||||
if (applyOnStart) {
|
||||
yield return null;
|
||||
Apply();
|
||||
}
|
||||
}
|
||||
|
||||
#region API
|
||||
public Rigidbody2D[] RigidbodyArray {
|
||||
get {
|
||||
if (!isActive)
|
||||
return new Rigidbody2D[0];
|
||||
|
||||
var rigidBodies = new Rigidbody2D[boneTable.Count];
|
||||
int i = 0;
|
||||
foreach (Transform t in boneTable.Values) {
|
||||
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
|
||||
i++;
|
||||
}
|
||||
|
||||
return rigidBodies;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EstimatedSkeletonPosition {
|
||||
get { return this.RootRigidbody.position - rootOffset; }
|
||||
}
|
||||
|
||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||
public void Apply () {
|
||||
isActive = true;
|
||||
mix = 1;
|
||||
|
||||
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
|
||||
RecursivelyCreateBoneProxies(startingBone);
|
||||
|
||||
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
|
||||
RootRigidbody.isKinematic = pinStartBone;
|
||||
RootRigidbody.mass = rootMass;
|
||||
var boneColliders = new List<Collider2D>();
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
Transform parentTransform;
|
||||
boneColliders.Add(t.GetComponent<Collider2D>());
|
||||
if (b == startingBone) {
|
||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||
ragdollRoot.SetParent(transform, false);
|
||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root's parent, thus the skeleton's scale and position.
|
||||
ragdollRoot.localPosition = new Vector3(skeleton.X, skeleton.Y, 0);
|
||||
ragdollRoot.localRotation = (skeleton.ScaleX < 0) ? Quaternion.Euler(0, 0, 180.0f) : Quaternion.identity;
|
||||
} else {
|
||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, b.Parent.WorldRotationX - b.Parent.ShearX);
|
||||
}
|
||||
parentTransform = ragdollRoot;
|
||||
rootOffset = t.position - transform.position;
|
||||
} else {
|
||||
parentTransform = boneTable[b.Parent];
|
||||
}
|
||||
|
||||
// Add joint and attach to parent.
|
||||
var rbParent = parentTransform.GetComponent<Rigidbody2D>();
|
||||
if (rbParent != null) {
|
||||
var joint = t.gameObject.AddComponent<HingeJoint2D>();
|
||||
joint.connectedBody = rbParent;
|
||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||
joint.connectedAnchor = localPos;
|
||||
|
||||
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||
|
||||
#if HINGE_JOINT_2019_BEHAVIOUR
|
||||
float referenceAngle = (rbParent.transform.eulerAngles.z - t.eulerAngles.z + 360f) % 360f;
|
||||
float minAngle = referenceAngle - rotationLimit;
|
||||
float maxAngle = referenceAngle + rotationLimit;
|
||||
if (maxAngle > 180f) {
|
||||
minAngle -= 360f;
|
||||
maxAngle -= 360f;
|
||||
}
|
||||
#else
|
||||
float minAngle = -rotationLimit;
|
||||
float maxAngle = rotationLimit;
|
||||
#endif
|
||||
joint.limits = new JointAngleLimits2D {
|
||||
min = minAngle,
|
||||
max = maxAngle
|
||||
};
|
||||
joint.useLimits = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore collisions among bones.
|
||||
for (int x = 0; x < boneColliders.Count; x++) {
|
||||
for (int y = 0; y < boneColliders.Count; y++) {
|
||||
if (x == y) continue;
|
||||
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy existing override-mode SkeletonUtility bones.
|
||||
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
if (utilityBones.Length > 0) {
|
||||
var destroyedUtilityBoneNames = new List<string>();
|
||||
foreach (var ub in utilityBones) {
|
||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||
Destroy(ub.gameObject);
|
||||
}
|
||||
}
|
||||
if (destroyedUtilityBoneNames.Count > 0) {
|
||||
string msg = "Destroyed Utility Bones: ";
|
||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||
msg += destroyedUtilityBoneNames[i];
|
||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||
msg += ",";
|
||||
}
|
||||
}
|
||||
Debug.LogWarning(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable skeleton constraints.
|
||||
if (disableIK) {
|
||||
var ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
ikConstraints.Items[i].Mix = 0;
|
||||
}
|
||||
|
||||
if (disableOtherConstraints) {
|
||||
var transformConstraints = skeleton.TransformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
transformConstraints.Items[i].MixRotate = 0;
|
||||
transformConstraints.Items[i].MixScaleX = 0;
|
||||
transformConstraints.Items[i].MixScaleY = 0;
|
||||
transformConstraints.Items[i].MixShearY = 0;
|
||||
transformConstraints.Items[i].MixX = 0;
|
||||
transformConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
|
||||
var pathConstraints = skeleton.PathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
pathConstraints.Items[i].MixRotate = 0;
|
||||
pathConstraints.Items[i].MixX = 0;
|
||||
pathConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
}
|
||||
|
||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||
public Coroutine SmoothMix (float target, float duration) {
|
||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||
}
|
||||
|
||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||
float startTime = Time.time;
|
||||
float startMix = mix;
|
||||
while (mix > 0) {
|
||||
skeleton.SetBonesToSetupPose();
|
||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||
if (!isActive) {
|
||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = worldPosition - transform.position;
|
||||
transform.position = worldPosition;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
public void Remove () {
|
||||
isActive = false;
|
||||
foreach (var t in boneTable.Values)
|
||||
Destroy(t.gameObject);
|
||||
|
||||
Destroy(ragdollRoot.gameObject);
|
||||
boneTable.Clear();
|
||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
public Rigidbody2D GetRigidbody (string boneName) {
|
||||
var bone = skeleton.FindBone(boneName);
|
||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
|
||||
void RecursivelyCreateBoneProxies (Bone b) {
|
||||
string boneName = b.Data.Name;
|
||||
if (stopBoneNames.Contains(boneName))
|
||||
return;
|
||||
|
||||
var boneGameObject = new GameObject(boneName);
|
||||
boneGameObject.layer = this.colliderLayer;
|
||||
Transform t = boneGameObject.transform;
|
||||
boneTable.Add(b, t);
|
||||
|
||||
t.parent = transform;
|
||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
|
||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
|
||||
|
||||
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
|
||||
if (colliders.Count == 0) {
|
||||
float length = b.Data.Length;
|
||||
if (length == 0) {
|
||||
var circle = boneGameObject.AddComponent<CircleCollider2D>();
|
||||
circle.radius = thickness * 0.5f;
|
||||
} else {
|
||||
var box = boneGameObject.AddComponent<BoxCollider2D>();
|
||||
box.size = new Vector2(length, thickness);
|
||||
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
|
||||
}
|
||||
}
|
||||
|
||||
var rb = boneGameObject.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
|
||||
rb.gravityScale = this.gravityScale;
|
||||
|
||||
foreach (Bone child in b.Children)
|
||||
RecursivelyCreateBoneProxies(child);
|
||||
}
|
||||
|
||||
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
|
||||
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
|
||||
bool parentFlipX;
|
||||
bool parentFlipY;
|
||||
var startingBone = this.StartingBone;
|
||||
GetStartBoneParentFlipState(out parentFlipX, out parentFlipY);
|
||||
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
bool isStartingBone = (b == startingBone);
|
||||
var parentBone = b.Parent;
|
||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[parentBone];
|
||||
if (!isStartingBone) {
|
||||
var parentBoneFlip = boneFlipTable[parentBone];
|
||||
parentFlipX = parentBoneFlip.flipX;
|
||||
parentFlipY = parentBoneFlip.flipY;
|
||||
}
|
||||
bool flipX = parentFlipX ^ (b.ScaleX < 0);
|
||||
bool flipY = parentFlipY ^ (b.ScaleY < 0);
|
||||
|
||||
BoneFlipEntry boneFlip;
|
||||
boneFlipTable.TryGetValue(b, out boneFlip);
|
||||
boneFlip.flipX = flipX;
|
||||
boneFlip.flipY = flipY;
|
||||
boneFlipTable[b] = boneFlip;
|
||||
|
||||
bool flipXOR = flipX ^ flipY;
|
||||
bool parentFlipXOR = parentFlipX ^ parentFlipY;
|
||||
|
||||
if (!oldRagdollBehaviour && isStartingBone) {
|
||||
if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
|
||||
ragdollRoot.localPosition = new Vector3(parentBone.WorldX, parentBone.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
ragdollRoot.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||
|
||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||
parentSpaceHelper.localScale = parentTransform.lossyScale;
|
||||
|
||||
if (oldRagdollBehaviour) {
|
||||
if (isStartingBone && b != skeleton.RootBone) {
|
||||
Vector3 localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
parentSpaceHelper.position = ragdollRoot.TransformPoint(localPosition);
|
||||
parentSpaceHelper.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
parentSpaceHelper.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 boneWorldPosition = t.position;
|
||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||
|
||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||
|
||||
if (flipXOR) boneLocalPosition.y *= -1f;
|
||||
if (parentFlipXOR != flipXOR) boneLocalPosition.y *= -1f;
|
||||
|
||||
if (parentFlipXOR) boneLocalRotation *= -1f;
|
||||
if (parentFlipX != flipX) boneLocalRotation += 180;
|
||||
|
||||
b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
|
||||
b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
|
||||
b.Rotation = Mathf.Lerp(b.Rotation, boneLocalRotation, mix);
|
||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||
}
|
||||
}
|
||||
|
||||
void GetStartBoneParentFlipState (out bool parentFlipX, out bool parentFlipY) {
|
||||
parentFlipX = skeleton.ScaleX < 0;
|
||||
parentFlipY = skeleton.ScaleY < 0;
|
||||
var parent = this.StartingBone == null ? null : this.StartingBone.Parent;
|
||||
while (parent != null) {
|
||||
parentFlipX ^= parent.ScaleX < 0;
|
||||
parentFlipY ^= parent.ScaleY < 0;
|
||||
parent = parent.Parent;
|
||||
}
|
||||
}
|
||||
|
||||
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
|
||||
const string AttachmentNameMarker = "ragdoll";
|
||||
var colliders = new List<Collider2D>();
|
||||
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||
|
||||
var skinEntries = new List<Skin.SkinEntry>();
|
||||
foreach (Slot slot in skeleton.Slots) {
|
||||
if (slot.Bone == b) {
|
||||
skin.GetAttachments(skeleton.Slots.IndexOf(slot), skinEntries);
|
||||
|
||||
bool bbAttachmentAdded = false;
|
||||
foreach (var entry in skinEntries) {
|
||||
var bbAttachment = entry.Attachment as BoundingBoxAttachment;
|
||||
if (bbAttachment != null) {
|
||||
if (!entry.Name.ToLower().Contains(AttachmentNameMarker))
|
||||
continue;
|
||||
|
||||
bbAttachmentAdded = true;
|
||||
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, slot, go, isTrigger: false);
|
||||
colliders.Add(bbCollider);
|
||||
}
|
||||
}
|
||||
|
||||
if (bbAttachmentAdded)
|
||||
SkeletonUtility.AddBoneRigidbody2D(go, isKinematic: false, gravityScale: gravityScale);
|
||||
}
|
||||
}
|
||||
|
||||
return colliders;
|
||||
}
|
||||
|
||||
static Vector3 FlipScale (bool flipX, bool flipY) {
|
||||
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmosSelected () {
|
||||
if (isActive) {
|
||||
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
|
||||
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
|
||||
Gizmos.DrawLine(transform.position, newTransformPos);
|
||||
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e74a49a26242a214d9084fde00bfe3ab
|
||||
timeCreated: 1431497383
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,84 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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 System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
|
||||
public Transform[] eyes;
|
||||
public float radius = 0.5f;
|
||||
public Transform target;
|
||||
public Vector3 targetPosition;
|
||||
public float speed = 10;
|
||||
Vector3[] origins;
|
||||
Vector3 centerPoint;
|
||||
|
||||
protected override void OnEnable () {
|
||||
if (!Application.isPlaying) return;
|
||||
base.OnEnable();
|
||||
|
||||
Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
|
||||
origins = new Vector3[eyes.Length];
|
||||
for (int i = 0; i < eyes.Length; i++) {
|
||||
origins[i] = eyes[i].localPosition;
|
||||
centerBounds.Encapsulate(origins[i]);
|
||||
}
|
||||
|
||||
centerPoint = centerBounds.center;
|
||||
}
|
||||
|
||||
protected override void OnDisable () {
|
||||
if (!Application.isPlaying) return;
|
||||
|
||||
for (int i = 0; i < eyes.Length; i++) {
|
||||
eyes[i].localPosition = origins[i];
|
||||
}
|
||||
base.OnDisable();
|
||||
}
|
||||
|
||||
public override void DoUpdate () {
|
||||
if (target != null) targetPosition = target.position;
|
||||
|
||||
Vector3 goal = targetPosition;
|
||||
Vector3 center = transform.TransformPoint(centerPoint);
|
||||
Vector3 dir = goal - center;
|
||||
|
||||
if (dir.magnitude > 1)
|
||||
dir.Normalize();
|
||||
|
||||
for (int i = 0; i < eyes.Length; i++) {
|
||||
center = transform.TransformPoint(origins[i]);
|
||||
eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius * hierarchy.PositionScale),
|
||||
speed * hierarchy.PositionScale * Time.deltaTime);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0d994c65b6daec64f80ae2ae04e9d999
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,140 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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 UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[RequireComponent(typeof(SkeletonUtilityBone))]
|
||||
public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
|
||||
|
||||
[Tooltip("LayerMask for what objects to raycast against")]
|
||||
public LayerMask groundMask;
|
||||
[Tooltip("Use 2D")]
|
||||
public bool use2D = false;
|
||||
[Tooltip("Uses SphereCast for 3D mode and CircleCast for 2D mode")]
|
||||
public bool useRadius = false;
|
||||
[Tooltip("The Radius")]
|
||||
public float castRadius = 0.1f;
|
||||
[Tooltip("How high above the target bone to begin casting from")]
|
||||
public float castDistance = 5f;
|
||||
[Tooltip("X-Axis adjustment")]
|
||||
public float castOffset = 0;
|
||||
[Tooltip("Y-Axis adjustment")]
|
||||
public float groundOffset = 0;
|
||||
[Tooltip("How fast the target IK position adjusts to the ground. Use smaller values to prevent snapping")]
|
||||
public float adjustSpeed = 5;
|
||||
|
||||
Vector3 rayOrigin;
|
||||
Vector3 rayDir = new Vector3(0, -1, 0);
|
||||
float hitY;
|
||||
float lastHitY;
|
||||
|
||||
protected override void OnEnable () {
|
||||
base.OnEnable();
|
||||
lastHitY = transform.position.y;
|
||||
}
|
||||
|
||||
public override void DoUpdate () {
|
||||
rayOrigin = transform.position + new Vector3(castOffset, castDistance, 0);
|
||||
|
||||
float positionScale = hierarchy.PositionScale;
|
||||
float adjustDistanceThisFrame = adjustSpeed * positionScale * Time.deltaTime;
|
||||
hitY = float.MinValue;
|
||||
if (use2D) {
|
||||
RaycastHit2D hit;
|
||||
|
||||
if (useRadius)
|
||||
hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);
|
||||
else
|
||||
hit = Physics2D.Raycast(rayOrigin, rayDir, castDistance + groundOffset, groundMask);
|
||||
|
||||
if (hit.collider != null) {
|
||||
hitY = hit.point.y + groundOffset;
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);
|
||||
} else {
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
|
||||
}
|
||||
} else {
|
||||
RaycastHit hit;
|
||||
bool validHit = false;
|
||||
|
||||
if (useRadius)
|
||||
validHit = Physics.SphereCast(rayOrigin, castRadius, rayDir, out hit, castDistance + groundOffset, groundMask);
|
||||
else
|
||||
validHit = Physics.Raycast(rayOrigin, rayDir, out hit, castDistance + groundOffset, groundMask);
|
||||
|
||||
if (validHit) {
|
||||
hitY = hit.point.y + groundOffset;
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);
|
||||
|
||||
} else {
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 v = transform.position;
|
||||
v.y = Mathf.Clamp(v.y, Mathf.Min(lastHitY, hitY), float.MaxValue);
|
||||
transform.position = v;
|
||||
|
||||
bone.bone.X = transform.localPosition.x / hierarchy.PositionScale;
|
||||
bone.bone.Y = transform.localPosition.y / hierarchy.PositionScale;
|
||||
|
||||
lastHitY = hitY;
|
||||
}
|
||||
|
||||
void OnDrawGizmos () {
|
||||
Vector3 hitEnd = rayOrigin + (rayDir * Mathf.Min(castDistance, rayOrigin.y - hitY));
|
||||
Vector3 clearEnd = rayOrigin + (rayDir * castDistance);
|
||||
Gizmos.DrawLine(rayOrigin, hitEnd);
|
||||
|
||||
if (useRadius) {
|
||||
Gizmos.DrawLine(new Vector3(hitEnd.x - castRadius, hitEnd.y - groundOffset, hitEnd.z), new Vector3(hitEnd.x + castRadius, hitEnd.y - groundOffset, hitEnd.z));
|
||||
Gizmos.DrawLine(new Vector3(clearEnd.x - castRadius, clearEnd.y, clearEnd.z), new Vector3(clearEnd.x + castRadius, clearEnd.y, clearEnd.z));
|
||||
}
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawLine(hitEnd, clearEnd);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3662334b99de5fe4396ab24e30c4fd12
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,137 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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 System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// SkeletonUtilityKinematicShadow allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies.
|
||||
// Note: Uncheck "useRootTransformIfNull
|
||||
public class SkeletonUtilityKinematicShadow : MonoBehaviour {
|
||||
#region Inspector
|
||||
[Tooltip("If checked, the hinge chain can inherit your root transform's velocity or position/rotation changes.")]
|
||||
public bool detachedShadow = false;
|
||||
public Transform parent;
|
||||
public bool hideShadow = true;
|
||||
public PhysicsSystem physicsSystem = PhysicsSystem.Physics3D;
|
||||
#endregion
|
||||
|
||||
GameObject shadowRoot;
|
||||
readonly List<TransformPair> shadowTable = new List<TransformPair>();
|
||||
struct TransformPair {
|
||||
public Transform dest, src;
|
||||
}
|
||||
|
||||
public enum PhysicsSystem {
|
||||
Physics2D,
|
||||
Physics3D
|
||||
};
|
||||
|
||||
void Start () {
|
||||
// Duplicate this gameObject as the "shadow" with a different parent.
|
||||
shadowRoot = Instantiate<GameObject>(this.gameObject);
|
||||
Destroy(shadowRoot.GetComponent<SkeletonUtilityKinematicShadow>());
|
||||
|
||||
// Prepare shadow gameObject's properties.
|
||||
var shadowRootTransform = shadowRoot.transform;
|
||||
shadowRootTransform.position = transform.position;
|
||||
shadowRootTransform.rotation = transform.rotation;
|
||||
|
||||
Vector3 scaleRef = transform.TransformPoint(Vector3.right);
|
||||
float scale = Vector3.Distance(transform.position, scaleRef);
|
||||
shadowRootTransform.localScale = Vector3.one;
|
||||
|
||||
if (!detachedShadow) {
|
||||
// Do not change to null coalescing operator (??). Unity overloads null checks for UnityEngine.Objects but not the ?? operator.
|
||||
if (parent == null)
|
||||
shadowRootTransform.parent = transform.root;
|
||||
else
|
||||
shadowRootTransform.parent = parent;
|
||||
}
|
||||
|
||||
if (hideShadow)
|
||||
shadowRoot.hideFlags = HideFlags.HideInHierarchy;
|
||||
|
||||
var shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
|
||||
foreach (Joint j in shadowJoints)
|
||||
j.connectedAnchor *= scale;
|
||||
|
||||
// Build list of bone pairs (matches shadow transforms with bone transforms)
|
||||
var bones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
var shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
foreach (var b in bones) {
|
||||
if (b.gameObject == this.gameObject)
|
||||
continue;
|
||||
|
||||
System.Type checkType = (physicsSystem == PhysicsSystem.Physics2D) ? typeof(Rigidbody2D) : typeof(Rigidbody);
|
||||
foreach (var sb in shadowBones) {
|
||||
if (sb.GetComponent(checkType) != null && sb.boneName == b.boneName) {
|
||||
shadowTable.Add(new TransformPair {
|
||||
dest = b.transform,
|
||||
src = sb.transform
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Destroy conflicting and unneeded components
|
||||
DestroyComponents(shadowBones);
|
||||
|
||||
DestroyComponents(GetComponentsInChildren<Joint>());
|
||||
DestroyComponents(GetComponentsInChildren<Rigidbody>());
|
||||
DestroyComponents(GetComponentsInChildren<Collider>());
|
||||
}
|
||||
|
||||
static void DestroyComponents (Component[] components) {
|
||||
for (int i = 0, n = components.Length; i < n; i++)
|
||||
Destroy(components[i]);
|
||||
}
|
||||
|
||||
void FixedUpdate () {
|
||||
if (physicsSystem == PhysicsSystem.Physics2D) {
|
||||
var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody2D>();
|
||||
shadowRootRigidbody.MovePosition(transform.position);
|
||||
shadowRootRigidbody.MoveRotation(transform.rotation.eulerAngles.z);
|
||||
} else {
|
||||
var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody>();
|
||||
shadowRootRigidbody.MovePosition(transform.position);
|
||||
shadowRootRigidbody.MoveRotation(transform.rotation);
|
||||
}
|
||||
|
||||
for (int i = 0, n = shadowTable.Count; i < n; i++) {
|
||||
var pair = shadowTable[i];
|
||||
pair.dest.localPosition = pair.src.localPosition;
|
||||
pair.dest.localRotation = pair.src.localRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cfeac06b8a6aa1645813700e3e4c0863
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user