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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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namespace Spine.Unity {
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/// <summary>
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/// Utility component to support flipping of 2D hinge chains (chains of HingeJoint2D objects) along
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/// with the parent skeleton by activating the respective mirrored versions of the hinge chain.
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/// Note: This component is automatically attached when calling "Create Hinge Chain 2D" at <see cref="SkeletonUtilityBone"/>,
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/// do not attempt to use this component for other purposes.
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/// </summary>
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public class ActivateBasedOnFlipDirection : MonoBehaviour {
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public SkeletonRenderer skeletonRenderer;
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public SkeletonGraphic skeletonGraphic;
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public GameObject activeOnNormalX;
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public GameObject activeOnFlippedX;
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HingeJoint2D[] jointsNormalX;
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HingeJoint2D[] jointsFlippedX;
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ISkeletonComponent skeletonComponent;
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bool wasFlippedXBefore = false;
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private void Start () {
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jointsNormalX = activeOnNormalX.GetComponentsInChildren<HingeJoint2D>();
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jointsFlippedX = activeOnFlippedX.GetComponentsInChildren<HingeJoint2D>();
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skeletonComponent = skeletonRenderer != null ? (ISkeletonComponent)skeletonRenderer : (ISkeletonComponent)skeletonGraphic;
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}
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private void FixedUpdate () {
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bool isFlippedX = (skeletonComponent.Skeleton.ScaleX < 0);
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if (isFlippedX != wasFlippedXBefore) {
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HandleFlip(isFlippedX);
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}
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wasFlippedXBefore = isFlippedX;
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}
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void HandleFlip (bool isFlippedX) {
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GameObject gameObjectToActivate = isFlippedX ? activeOnFlippedX : activeOnNormalX;
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GameObject gameObjectToDeactivate = isFlippedX ? activeOnNormalX : activeOnFlippedX;
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gameObjectToActivate.SetActive(true);
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gameObjectToDeactivate.SetActive(false);
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ResetJointPositions(isFlippedX ? jointsFlippedX : jointsNormalX);
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ResetJointPositions(isFlippedX ? jointsNormalX : jointsFlippedX);
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CompensateMovementAfterFlipX(gameObjectToActivate.transform, gameObjectToDeactivate.transform);
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}
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void ResetJointPositions (HingeJoint2D[] joints) {
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for (int i = 0; i < joints.Length; ++i) {
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var joint = joints[i];
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var parent = joint.connectedBody.transform;
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joint.transform.position = parent.TransformPoint(joint.connectedAnchor);
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}
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}
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void CompensateMovementAfterFlipX (Transform toActivate, Transform toDeactivate) {
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Transform targetLocation = toDeactivate.GetChild(0);
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Transform currentLocation = toActivate.GetChild(0);
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toActivate.position += targetLocation.position - currentLocation.position;
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}
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}
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}
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@@ -1,11 +0,0 @@
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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