SkeletonMecanimRootMotion.cs 5.2 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated July 28, 2023. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2023, 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 or
  13. * 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
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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  28. *****************************************************************************/
  29. using Spine.Unity.AnimationTools;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  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. [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonMecanimRootMotion")]
  46. public class SkeletonMecanimRootMotion : SkeletonRootMotionBase {
  47. #region Inspector
  48. const int DefaultMecanimLayerFlags = -1;
  49. public int mecanimLayerFlags = DefaultMecanimLayerFlags;
  50. #endregion
  51. protected Vector2 movementDelta;
  52. protected float rotationDelta;
  53. SkeletonMecanim skeletonMecanim;
  54. public SkeletonMecanim SkeletonMecanim {
  55. get {
  56. return skeletonMecanim ? skeletonMecanim : skeletonMecanim = GetComponent<SkeletonMecanim>();
  57. }
  58. }
  59. public override Vector2 GetRemainingRootMotion (int layerIndex) {
  60. KeyValuePair<Animation, float> pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
  61. Animation animation = pair.Key;
  62. float time = pair.Value;
  63. if (animation == null)
  64. return Vector2.zero;
  65. float start = time;
  66. float end = animation.Duration;
  67. return GetAnimationRootMotion(start, end, animation);
  68. }
  69. public override RootMotionInfo GetRootMotionInfo (int layerIndex) {
  70. KeyValuePair<Animation, float> pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
  71. Animation animation = pair.Key;
  72. float time = pair.Value;
  73. if (animation == null)
  74. return new RootMotionInfo();
  75. return GetAnimationRootMotionInfo(animation, time);
  76. }
  77. protected override void Reset () {
  78. base.Reset();
  79. mecanimLayerFlags = DefaultMecanimLayerFlags;
  80. }
  81. public override void Initialize () {
  82. base.Initialize();
  83. skeletonMecanim = GetComponent<SkeletonMecanim>();
  84. if (skeletonMecanim) {
  85. skeletonMecanim.Translator.OnClipApplied -= OnClipApplied;
  86. skeletonMecanim.Translator.OnClipApplied += OnClipApplied;
  87. }
  88. }
  89. void OnClipApplied (Spine.Animation animation, int layerIndex, float weight,
  90. float time, float lastTime, bool playsBackward) {
  91. if (((mecanimLayerFlags & 1 << layerIndex) == 0) || weight == 0)
  92. return;
  93. if (!playsBackward) {
  94. movementDelta += weight * GetAnimationRootMotion(lastTime, time, animation);
  95. } else {
  96. movementDelta -= weight * GetAnimationRootMotion(time, lastTime, animation);
  97. }
  98. if (transformRotation) {
  99. if (!playsBackward) {
  100. rotationDelta += weight * GetAnimationRootMotionRotation(lastTime, time, animation);
  101. } else {
  102. rotationDelta -= weight * GetAnimationRootMotionRotation(time, lastTime, animation);
  103. }
  104. }
  105. }
  106. protected override Vector2 CalculateAnimationsMovementDelta () {
  107. // Note: movement delta is not gathered after animation but
  108. // in OnClipApplied after every applied animation.
  109. Vector2 result = movementDelta;
  110. movementDelta = Vector2.zero;
  111. return result;
  112. }
  113. protected override float CalculateAnimationsRotationDelta () {
  114. // Note: movement delta is not gathered after animation but
  115. // in OnClipApplied after every applied animation.
  116. float result = rotationDelta;
  117. rotationDelta = 0;
  118. return result;
  119. }
  120. }
  121. }