SkeletonMecanimRootMotion.cs 3.9 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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  29. using UnityEngine;
  30. using System.Collections.Generic;
  31. using Spine.Unity.AnimationTools;
  32. namespace Spine.Unity {
  33. /// <summary>
  34. /// Add this component to a SkeletonMecanim GameObject
  35. /// to turn motion of a selected root bone into Transform or RigidBody motion.
  36. /// Local bone translation movement is used as motion.
  37. /// All top-level bones of the skeleton are moved to compensate the root
  38. /// motion bone location, keeping the distance relationship between bones intact.
  39. /// </summary>
  40. /// <remarks>
  41. /// Only compatible with <c>SkeletonMecanim</c>.
  42. /// For <c>SkeletonAnimation</c> or <c>SkeletonGraphic</c> please use
  43. /// <see cref="SkeletonRootMotion">SkeletonRootMotion</see> instead.
  44. /// </remarks>
  45. public class SkeletonMecanimRootMotion : SkeletonRootMotionBase {
  46. #region Inspector
  47. const int DefaultMecanimLayerFlags = -1;
  48. public int mecanimLayerFlags = DefaultMecanimLayerFlags;
  49. #endregion
  50. protected Vector2 movementDelta;
  51. SkeletonMecanim skeletonMecanim;
  52. public SkeletonMecanim SkeletonMecanim {
  53. get {
  54. return skeletonMecanim ? skeletonMecanim : skeletonMecanim = GetComponent<SkeletonMecanim>();
  55. }
  56. }
  57. protected override void Reset () {
  58. base.Reset();
  59. mecanimLayerFlags = DefaultMecanimLayerFlags;
  60. }
  61. protected override void Start () {
  62. base.Start();
  63. skeletonMecanim = GetComponent<SkeletonMecanim>();
  64. if (skeletonMecanim) {
  65. skeletonMecanim.Translator.OnClipApplied -= OnClipApplied;
  66. skeletonMecanim.Translator.OnClipApplied += OnClipApplied;
  67. }
  68. }
  69. void OnClipApplied(Spine.Animation clip, int layerIndex, float weight,
  70. float time, float lastTime, bool playsBackward) {
  71. if (((mecanimLayerFlags & 1<<layerIndex) == 0) || weight == 0)
  72. return;
  73. var timeline = clip.FindTranslateTimelineForBone(rootMotionBoneIndex);
  74. if (timeline != null) {
  75. if (!playsBackward)
  76. movementDelta += weight * GetTimelineMovementDelta(lastTime, time, timeline, clip);
  77. else
  78. movementDelta -= weight * GetTimelineMovementDelta(time, lastTime, timeline, clip);
  79. }
  80. }
  81. protected override Vector2 CalculateAnimationsMovementDelta () {
  82. // Note: movement delta is not gather after animation but
  83. // in OnClipApplied after every applied animation.
  84. Vector2 result = movementDelta;
  85. movementDelta = Vector2.zero;
  86. return result;
  87. }
  88. }
  89. }