fix:1、更换项目,使用winter来创建
This commit is contained in:
+121
@@ -0,0 +1,121 @@
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||||
/******************************************************************************
|
||||
* 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 UnityEngine;
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||||
using System.Collections.Generic;
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using Spine.Unity.AnimationTools;
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||||
|
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namespace Spine.Unity {
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/// <summary>
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||||
/// Add this component to a SkeletonMecanim GameObject
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/// to turn motion of a selected root bone into Transform or RigidBody motion.
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||||
/// Local bone translation movement is used as motion.
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||||
/// All top-level bones of the skeleton are moved to compensate the root
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/// motion bone location, keeping the distance relationship between bones intact.
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||||
/// </summary>
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||||
/// <remarks>
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||||
/// Only compatible with <c>SkeletonMecanim</c>.
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||||
/// For <c>SkeletonAnimation</c> or <c>SkeletonGraphic</c> please use
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/// <see cref="SkeletonRootMotion">SkeletonRootMotion</see> instead.
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/// </remarks>
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||||
[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonMecanimRootMotion")]
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public class SkeletonMecanimRootMotion : SkeletonRootMotionBase {
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||||
#region Inspector
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const int DefaultMecanimLayerFlags = -1;
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public int mecanimLayerFlags = DefaultMecanimLayerFlags;
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#endregion
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protected Vector2 movementDelta;
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SkeletonMecanim skeletonMecanim;
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public SkeletonMecanim SkeletonMecanim {
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get {
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return skeletonMecanim ? skeletonMecanim : skeletonMecanim = GetComponent<SkeletonMecanim>();
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}
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}
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public override Vector2 GetRemainingRootMotion (int layerIndex) {
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var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
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var animation = pair.Key;
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var time = pair.Value;
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if (animation == null)
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return Vector2.zero;
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float start = time;
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float end = animation.duration;
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return GetAnimationRootMotion(start, end, animation);
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}
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public override RootMotionInfo GetRootMotionInfo (int layerIndex) {
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var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
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var animation = pair.Key;
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var time = pair.Value;
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if (animation == null)
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return new RootMotionInfo();
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return GetAnimationRootMotionInfo(animation, time);
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}
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protected override void Reset () {
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base.Reset();
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mecanimLayerFlags = DefaultMecanimLayerFlags;
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}
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protected override void Start () {
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base.Start();
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skeletonMecanim = GetComponent<SkeletonMecanim>();
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if (skeletonMecanim) {
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skeletonMecanim.Translator.OnClipApplied -= OnClipApplied;
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skeletonMecanim.Translator.OnClipApplied += OnClipApplied;
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}
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}
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void OnClipApplied(Spine.Animation animation, int layerIndex, float weight,
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float time, float lastTime, bool playsBackward) {
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if (((mecanimLayerFlags & 1<<layerIndex) == 0) || weight == 0)
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return;
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if (!playsBackward) {
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movementDelta += weight * GetAnimationRootMotion(lastTime, time, animation);
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}
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else {
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movementDelta -= weight * GetAnimationRootMotion(time, lastTime, animation);
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}
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}
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protected override Vector2 CalculateAnimationsMovementDelta () {
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// Note: movement delta is not gather after animation but
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// in OnClipApplied after every applied animation.
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Vector2 result = movementDelta;
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movementDelta = Vector2.zero;
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return result;
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}
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}
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||||
}
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||||
+12
@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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||||
guid: 95813afe390494344a6ce2cbc8bfb7d1
|
||||
timeCreated: 1592849332
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+157
@@ -0,0 +1,157 @@
|
||||
/******************************************************************************
|
||||
* 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 UnityEngine;
|
||||
using System.Collections.Generic;
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||||
using Spine.Unity.AnimationTools;
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||||
|
||||
namespace Spine.Unity {
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||||
|
||||
/// <summary>
|
||||
/// Add this component to a SkeletonAnimation or SkeletonGraphic 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 SkeletonAnimation (or other components that implement
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/// ISkeletonComponent, ISkeletonAnimation and IAnimationStateComponent).
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||||
/// For <c>SkeletonMecanim</c> please use
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||||
/// <see cref="SkeletonMecanimRootMotion">SkeletonMecanimRootMotion</see> instead.
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/// </remarks>
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||||
[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRootMotion")]
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public class SkeletonRootMotion : SkeletonRootMotionBase {
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#region Inspector
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const int DefaultAnimationTrackFlags = -1;
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public int animationTrackFlags = DefaultAnimationTrackFlags;
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#endregion
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AnimationState animationState;
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Canvas canvas;
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public override Vector2 GetRemainingRootMotion (int trackIndex) {
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TrackEntry track = animationState.GetCurrent(trackIndex);
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if (track == null)
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return Vector2.zero;
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var animation = track.Animation;
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float start = track.AnimationTime;
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float end = animation.duration;
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return GetAnimationRootMotion(start, end, animation);
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}
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public override RootMotionInfo GetRootMotionInfo (int trackIndex) {
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TrackEntry track = animationState.GetCurrent(trackIndex);
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if (track == null)
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return new RootMotionInfo();
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var animation = track.Animation;
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float time = track.AnimationTime;
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return GetAnimationRootMotionInfo(track.Animation, time);
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}
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protected override float AdditionalScale {
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get {
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return canvas ? canvas.referencePixelsPerUnit: 1.0f;
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}
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}
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protected override void Reset () {
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base.Reset();
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animationTrackFlags = DefaultAnimationTrackFlags;
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}
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protected override void Start () {
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base.Start();
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var animstateComponent = skeletonComponent as IAnimationStateComponent;
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this.animationState = (animstateComponent != null) ? animstateComponent.AnimationState : null;
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if (this.GetComponent<CanvasRenderer>() != null) {
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canvas = this.GetComponentInParent<Canvas>();
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}
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}
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protected override Vector2 CalculateAnimationsMovementDelta () {
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Vector2 localDelta = Vector2.zero;
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int trackCount = animationState.Tracks.Count;
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for (int trackIndex = 0; trackIndex < trackCount; ++trackIndex) {
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// note: animationTrackFlags != -1 below covers trackIndex >= 32,
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// with -1 corresponding to entry "everything" of the dropdown list.
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if (animationTrackFlags != -1 && (animationTrackFlags & 1 << trackIndex) == 0)
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continue;
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TrackEntry track = animationState.GetCurrent(trackIndex);
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TrackEntry next = null;
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while (track != null) {
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var animation = track.Animation;
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float start = track.animationLast;
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float end = track.AnimationTime;
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var currentDelta = GetAnimationRootMotion(start, end, animation);
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if (currentDelta != Vector2.zero) {
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ApplyMixAlphaToDelta(ref currentDelta, next, track);
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localDelta += currentDelta;
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}
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// Traverse mixingFrom chain.
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next = track;
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track = track.mixingFrom;
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||||
}
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||||
}
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||||
return localDelta;
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||||
}
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||||
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void ApplyMixAlphaToDelta (ref Vector2 currentDelta, TrackEntry next, TrackEntry track) {
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||||
// Apply mix alpha to the delta position (based on AnimationState.cs).
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float mix;
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if (next != null) {
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if (next.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
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||||
mix = 1;
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||||
}
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||||
else {
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||||
mix = next.mixTime / next.mixDuration;
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if (mix > 1) mix = 1;
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||||
}
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||||
float mixAndAlpha = track.alpha * next.interruptAlpha * (1 - mix);
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||||
currentDelta *= mixAndAlpha;
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||||
}
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||||
else {
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||||
if (track.mixDuration == 0) {
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mix = 1;
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||||
}
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||||
else {
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||||
mix = track.alpha * (track.mixTime / track.mixDuration);
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||||
if (mix > 1) mix = 1;
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||||
}
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||||
currentDelta *= mix;
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||||
}
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||||
}
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||||
}
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||||
}
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||||
+12
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f21c9538588898a45a3da22bf4779ab3
|
||||
timeCreated: 1591121072
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+322
@@ -0,0 +1,322 @@
|
||||
/******************************************************************************
|
||||
* 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 UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Spine.Unity.AnimationTools;
|
||||
using System;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
/// <summary>
|
||||
/// Base class for skeleton root motion components.
|
||||
/// </summary>
|
||||
abstract public class SkeletonRootMotionBase : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[SpineBone]
|
||||
[SerializeField]
|
||||
protected string rootMotionBoneName = "root";
|
||||
public bool transformPositionX = true;
|
||||
public bool transformPositionY = true;
|
||||
|
||||
public float rootMotionScaleX = 1;
|
||||
public float rootMotionScaleY = 1;
|
||||
/// <summary>Skeleton space X translation per skeleton space Y translation root motion.</summary>
|
||||
public float rootMotionTranslateXPerY = 0;
|
||||
/// <summary>Skeleton space Y translation per skeleton space X translation root motion.</summary>
|
||||
public float rootMotionTranslateYPerX = 0;
|
||||
|
||||
[Header("Optional")]
|
||||
public Rigidbody2D rigidBody2D;
|
||||
public Rigidbody rigidBody;
|
||||
|
||||
public bool UsesRigidbody {
|
||||
get { return rigidBody != null || rigidBody2D != null; }
|
||||
}
|
||||
#endregion
|
||||
|
||||
protected ISkeletonComponent skeletonComponent;
|
||||
protected Bone rootMotionBone;
|
||||
protected int rootMotionBoneIndex;
|
||||
protected List<Bone> topLevelBones = new List<Bone>();
|
||||
protected Vector2 initialOffset = Vector2.zero;
|
||||
protected Vector2 tempSkeletonDisplacement;
|
||||
protected Vector2 rigidbodyDisplacement;
|
||||
|
||||
protected virtual void Reset () {
|
||||
FindRigidbodyComponent();
|
||||
}
|
||||
|
||||
protected virtual void Start () {
|
||||
skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
GatherTopLevelBones();
|
||||
SetRootMotionBone(rootMotionBoneName);
|
||||
if (rootMotionBone != null)
|
||||
initialOffset = new Vector2(rootMotionBone.x, rootMotionBone.y);
|
||||
|
||||
var skeletonAnimation = skeletonComponent as ISkeletonAnimation;
|
||||
if (skeletonAnimation != null) {
|
||||
skeletonAnimation.UpdateLocal -= HandleUpdateLocal;
|
||||
skeletonAnimation.UpdateLocal += HandleUpdateLocal;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void FixedUpdate () {
|
||||
if (!this.isActiveAndEnabled)
|
||||
return; // Root motion is only applied when component is enabled.
|
||||
|
||||
if (rigidBody2D != null) {
|
||||
rigidBody2D.MovePosition(new Vector2(transform.position.x, transform.position.y)
|
||||
+ rigidbodyDisplacement);
|
||||
}
|
||||
if (rigidBody != null) {
|
||||
rigidBody.MovePosition(transform.position
|
||||
+ new Vector3(rigidbodyDisplacement.x, rigidbodyDisplacement.y, 0));
|
||||
}
|
||||
Vector2 parentBoneScale;
|
||||
GetScaleAffectingRootMotion(out parentBoneScale);
|
||||
ClearEffectiveBoneOffsets(parentBoneScale);
|
||||
rigidbodyDisplacement = Vector2.zero;
|
||||
tempSkeletonDisplacement = Vector2.zero;
|
||||
}
|
||||
|
||||
protected virtual void OnDisable () {
|
||||
rigidbodyDisplacement = Vector2.zero;
|
||||
tempSkeletonDisplacement = Vector2.zero;
|
||||
}
|
||||
|
||||
protected void FindRigidbodyComponent () {
|
||||
rigidBody2D = this.GetComponent<Rigidbody2D>();
|
||||
if (!rigidBody2D)
|
||||
rigidBody = this.GetComponent<Rigidbody>();
|
||||
|
||||
if (!rigidBody2D && !rigidBody) {
|
||||
rigidBody2D = this.GetComponentInParent<Rigidbody2D>();
|
||||
if (!rigidBody2D)
|
||||
rigidBody = this.GetComponentInParent<Rigidbody>();
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual float AdditionalScale { get { return 1.0f; } }
|
||||
abstract protected Vector2 CalculateAnimationsMovementDelta ();
|
||||
abstract public Vector2 GetRemainingRootMotion (int trackIndex = 0);
|
||||
|
||||
public struct RootMotionInfo {
|
||||
public Vector2 start;
|
||||
public Vector2 current;
|
||||
public Vector2 mid;
|
||||
public Vector2 end;
|
||||
public bool timeIsPastMid;
|
||||
};
|
||||
abstract public RootMotionInfo GetRootMotionInfo (int trackIndex = 0);
|
||||
|
||||
public void SetRootMotionBone (string name) {
|
||||
var skeleton = skeletonComponent.Skeleton;
|
||||
int index = skeleton.FindBoneIndex(name);
|
||||
if (index >= 0) {
|
||||
this.rootMotionBoneIndex = index;
|
||||
this.rootMotionBone = skeleton.bones.Items[index];
|
||||
}
|
||||
else {
|
||||
Debug.Log("Bone named \"" + name + "\" could not be found.");
|
||||
this.rootMotionBoneIndex = 0;
|
||||
this.rootMotionBone = skeleton.RootBone;
|
||||
}
|
||||
}
|
||||
|
||||
public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0, bool adjustX = true, bool adjustY = true,
|
||||
float minX = 0, float maxX = float.MaxValue, float minY = 0, float maxY = float.MaxValue,
|
||||
bool allowXTranslation = false, bool allowYTranslation = false) {
|
||||
|
||||
Vector2 distanceToTargetSkeletonSpace = (Vector2)transform.InverseTransformVector(distanceToTarget);
|
||||
Vector2 scaleAffectingRootMotion = GetScaleAffectingRootMotion();
|
||||
if (UsesRigidbody)
|
||||
distanceToTargetSkeletonSpace -= tempSkeletonDisplacement;
|
||||
|
||||
Vector2 remainingRootMotionSkeletonSpace = GetRemainingRootMotion(trackIndex);
|
||||
remainingRootMotionSkeletonSpace.Scale(scaleAffectingRootMotion);
|
||||
if (remainingRootMotionSkeletonSpace.x == 0)
|
||||
remainingRootMotionSkeletonSpace.x = 0.0001f;
|
||||
if (remainingRootMotionSkeletonSpace.y == 0)
|
||||
remainingRootMotionSkeletonSpace.y = 0.0001f;
|
||||
|
||||
if (adjustX)
|
||||
rootMotionScaleX = Math.Min(maxX, Math.Max(minX, distanceToTargetSkeletonSpace.x / remainingRootMotionSkeletonSpace.x));
|
||||
if (adjustY)
|
||||
rootMotionScaleY = Math.Min(maxY, Math.Max(minY, distanceToTargetSkeletonSpace.y / remainingRootMotionSkeletonSpace.y));
|
||||
|
||||
if (allowXTranslation)
|
||||
rootMotionTranslateXPerY = (distanceToTargetSkeletonSpace.x - remainingRootMotionSkeletonSpace.x * rootMotionScaleX) / remainingRootMotionSkeletonSpace.y;
|
||||
if (allowYTranslation)
|
||||
rootMotionTranslateYPerX = (distanceToTargetSkeletonSpace.y - remainingRootMotionSkeletonSpace.y * rootMotionScaleY) / remainingRootMotionSkeletonSpace.x;
|
||||
}
|
||||
|
||||
public Vector2 GetAnimationRootMotion (Animation animation) {
|
||||
return GetAnimationRootMotion(0, animation.duration, animation);
|
||||
}
|
||||
|
||||
public Vector2 GetAnimationRootMotion (float startTime, float endTime,
|
||||
Animation animation) {
|
||||
|
||||
var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex);
|
||||
if (timeline != null) {
|
||||
return GetTimelineMovementDelta(startTime, endTime, timeline, animation);
|
||||
}
|
||||
return Vector2.zero;
|
||||
}
|
||||
|
||||
public RootMotionInfo GetAnimationRootMotionInfo (Animation animation, float currentTime) {
|
||||
RootMotionInfo rootMotion = new RootMotionInfo();
|
||||
var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex);
|
||||
if (timeline != null) {
|
||||
float duration = animation.duration;
|
||||
float mid = duration * 0.5f;
|
||||
rootMotion.start = timeline.Evaluate(0);
|
||||
rootMotion.current = timeline.Evaluate(currentTime);
|
||||
rootMotion.mid = timeline.Evaluate(mid);
|
||||
rootMotion.end = timeline.Evaluate(duration);
|
||||
rootMotion.timeIsPastMid = currentTime > mid;
|
||||
}
|
||||
return rootMotion;
|
||||
}
|
||||
|
||||
Vector2 GetTimelineMovementDelta (float startTime, float endTime,
|
||||
TranslateTimeline timeline, Animation animation) {
|
||||
|
||||
Vector2 currentDelta;
|
||||
if (startTime > endTime) // Looped
|
||||
currentDelta = (timeline.Evaluate(animation.duration) - timeline.Evaluate(startTime))
|
||||
+ (timeline.Evaluate(endTime) - timeline.Evaluate(0));
|
||||
else if (startTime != endTime) // Non-looped
|
||||
currentDelta = timeline.Evaluate(endTime) - timeline.Evaluate(startTime);
|
||||
else
|
||||
currentDelta = Vector2.zero;
|
||||
return currentDelta;
|
||||
}
|
||||
|
||||
void GatherTopLevelBones () {
|
||||
topLevelBones.Clear();
|
||||
var skeleton = skeletonComponent.Skeleton;
|
||||
foreach (var bone in skeleton.Bones) {
|
||||
if (bone.Parent == null)
|
||||
topLevelBones.Add(bone);
|
||||
}
|
||||
}
|
||||
|
||||
void HandleUpdateLocal (ISkeletonAnimation animatedSkeletonComponent) {
|
||||
if (!this.isActiveAndEnabled)
|
||||
return; // Root motion is only applied when component is enabled.
|
||||
|
||||
var boneLocalDelta = CalculateAnimationsMovementDelta();
|
||||
Vector2 parentBoneScale;
|
||||
Vector2 skeletonDelta = GetSkeletonSpaceMovementDelta(boneLocalDelta, out parentBoneScale);
|
||||
ApplyRootMotion(skeletonDelta, parentBoneScale);
|
||||
}
|
||||
|
||||
void ApplyRootMotion (Vector2 skeletonDelta, Vector2 parentBoneScale) {
|
||||
// Apply root motion to Transform or RigidBody;
|
||||
if (UsesRigidbody) {
|
||||
rigidbodyDisplacement += (Vector2)transform.TransformVector(skeletonDelta);
|
||||
|
||||
// Accumulated displacement is applied on the next Physics update in FixedUpdate.
|
||||
// Until the next Physics update, tempBoneDisplacement is offsetting bone locations
|
||||
// to prevent stutter which would otherwise occur if we don't move every Update.
|
||||
tempSkeletonDisplacement += skeletonDelta;
|
||||
SetEffectiveBoneOffsetsTo(tempSkeletonDisplacement, parentBoneScale);
|
||||
}
|
||||
else {
|
||||
transform.position += transform.TransformVector(skeletonDelta);
|
||||
ClearEffectiveBoneOffsets(parentBoneScale);
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 GetScaleAffectingRootMotion () {
|
||||
Vector2 parentBoneScale;
|
||||
return GetScaleAffectingRootMotion(out parentBoneScale);
|
||||
}
|
||||
|
||||
Vector2 GetScaleAffectingRootMotion (out Vector2 parentBoneScale) {
|
||||
var skeleton = skeletonComponent.Skeleton;
|
||||
Vector2 totalScale = Vector2.one;
|
||||
totalScale.x *= skeleton.ScaleX;
|
||||
totalScale.y *= skeleton.ScaleY;
|
||||
|
||||
parentBoneScale = Vector2.one;
|
||||
Bone scaleBone = rootMotionBone;
|
||||
while ((scaleBone = scaleBone.parent) != null) {
|
||||
parentBoneScale.x *= scaleBone.ScaleX;
|
||||
parentBoneScale.y *= scaleBone.ScaleY;
|
||||
}
|
||||
totalScale = Vector2.Scale(totalScale, parentBoneScale);
|
||||
totalScale *= AdditionalScale;
|
||||
return totalScale;
|
||||
}
|
||||
|
||||
Vector2 GetSkeletonSpaceMovementDelta (Vector2 boneLocalDelta, out Vector2 parentBoneScale) {
|
||||
Vector2 skeletonDelta = boneLocalDelta;
|
||||
Vector2 totalScale = GetScaleAffectingRootMotion(out parentBoneScale);
|
||||
skeletonDelta.Scale(totalScale);
|
||||
|
||||
Vector2 rootMotionTranslation = new Vector2(
|
||||
rootMotionTranslateXPerY * skeletonDelta.y,
|
||||
rootMotionTranslateYPerX * skeletonDelta.x);
|
||||
|
||||
skeletonDelta.x *= rootMotionScaleX;
|
||||
skeletonDelta.y *= rootMotionScaleY;
|
||||
skeletonDelta.x += rootMotionTranslation.x;
|
||||
skeletonDelta.y += rootMotionTranslation.y;
|
||||
|
||||
if (!transformPositionX) skeletonDelta.x = 0f;
|
||||
if (!transformPositionY) skeletonDelta.y = 0f;
|
||||
return skeletonDelta;
|
||||
}
|
||||
|
||||
void SetEffectiveBoneOffsetsTo (Vector2 displacementSkeletonSpace, Vector2 parentBoneScale) {
|
||||
// Move top level bones in opposite direction of the root motion bone
|
||||
var skeleton = skeletonComponent.Skeleton;
|
||||
foreach (var topLevelBone in topLevelBones) {
|
||||
if (topLevelBone == rootMotionBone) {
|
||||
if (transformPositionX) topLevelBone.x = displacementSkeletonSpace.x / skeleton.ScaleX;
|
||||
if (transformPositionY) topLevelBone.y = displacementSkeletonSpace.y / skeleton.ScaleY;
|
||||
}
|
||||
else {
|
||||
float offsetX = (initialOffset.x - rootMotionBone.x) * parentBoneScale.x;
|
||||
float offsetY = (initialOffset.y - rootMotionBone.y) * parentBoneScale.y;
|
||||
if (transformPositionX) topLevelBone.x = (displacementSkeletonSpace.x / skeleton.ScaleX) + offsetX;
|
||||
if (transformPositionY) topLevelBone.y = (displacementSkeletonSpace.y / skeleton.ScaleY) + offsetY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ClearEffectiveBoneOffsets (Vector2 parentBoneScale) {
|
||||
SetEffectiveBoneOffsetsTo(Vector2.zero, parentBoneScale);
|
||||
}
|
||||
}
|
||||
}
|
||||
+12
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc23a4f220b20024ab0592719f92587d
|
||||
timeCreated: 1592849332
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user