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This commit is contained in:
@@ -1,54 +0,0 @@
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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 hinge chains (chains of HingeJoint objects) along with the parent skeleton.
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///
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/// Note: This component is automatically attached when calling "Create Hinge Chain" at <see cref="SkeletonUtilityBone"/>.
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/// </summary>
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[RequireComponent(typeof(Rigidbody))]
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public class FollowLocationRigidbody : MonoBehaviour {
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public Transform reference;
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Rigidbody ownRigidbody;
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private void Awake () {
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ownRigidbody = this.GetComponent<Rigidbody>();
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}
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void FixedUpdate () {
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ownRigidbody.rotation = reference.rotation;
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ownRigidbody.position = reference.position;
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}
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}
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}
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@@ -1,12 +0,0 @@
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fileFormatVersion: 2
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guid: 9fc20d5e917562341a5007777a9d0db2
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timeCreated: 1571763023
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 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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@@ -1,59 +0,0 @@
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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 hinge chains (chains of HingeJoint objects) along with the parent skeleton.
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///
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/// Note: This component is automatically attached when calling "Create Hinge Chain" at <see cref="SkeletonUtilityBone"/>.
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/// </summary>
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[RequireComponent(typeof(Rigidbody2D))]
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public class FollowLocationRigidbody2D : MonoBehaviour {
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public Transform reference;
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public bool followFlippedX;
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Rigidbody2D ownRigidbody;
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private void Awake () {
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ownRigidbody = this.GetComponent<Rigidbody2D>();
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}
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void FixedUpdate () {
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if (followFlippedX) {
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ownRigidbody.rotation = ((-reference.rotation.eulerAngles.z + 270f) % 360f) - 90f;
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}
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else
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ownRigidbody.rotation = reference.rotation.eulerAngles.z;
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ownRigidbody.position = reference.position;
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}
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}
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}
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@@ -1,12 +0,0 @@
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fileFormatVersion: 2
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guid: 02aae87c39b869548a9051fbdb1975e6
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timeCreated: 1572012493
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 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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||||
@@ -1,86 +0,0 @@
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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
|
||||
* 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 hinge chains (chains of HingeJoint objects) along with the parent skeleton.
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/// Note that flipping needs to be performed by 180 degree rotation at <see cref="SkeletonUtility"/>,
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/// by setting <see cref="SkeletonUtility.flipBy180DegreeRotation"/> to true, not via negative scale.
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///
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/// Note: This component is automatically attached when calling "Create Hinge Chain" 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 FollowSkeletonUtilityRootRotation : MonoBehaviour {
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const float FLIP_ANGLE_THRESHOLD = 100.0f;
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public Transform reference;
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Vector3 prevLocalEulerAngles;
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private void Start () {
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prevLocalEulerAngles = this.transform.localEulerAngles;
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}
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void FixedUpdate () {
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this.transform.rotation = reference.rotation;
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bool wasFlippedAroundY = Mathf.Abs(this.transform.localEulerAngles.y - prevLocalEulerAngles.y) > FLIP_ANGLE_THRESHOLD;
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bool wasFlippedAroundX = Mathf.Abs(this.transform.localEulerAngles.x - prevLocalEulerAngles.x) > FLIP_ANGLE_THRESHOLD;
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if (wasFlippedAroundY)
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CompensatePositionToYRotation();
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if (wasFlippedAroundX)
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CompensatePositionToXRotation();
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prevLocalEulerAngles = this.transform.localEulerAngles;
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}
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/// <summary>
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/// Compensates the position so that a child at the reference position remains in the same place,
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/// to counter any movement that occurred by rotation.
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/// </summary>
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void CompensatePositionToYRotation () {
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Vector3 newPosition = reference.position + (reference.position - this.transform.position);
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newPosition.y = this.transform.position.y;
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this.transform.position = newPosition;
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}
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/// <summary>
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/// Compensates the position so that a child at the reference position remains in the same place,
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/// to counter any movement that occurred by rotation.
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/// </summary>
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void CompensatePositionToXRotation () {
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Vector3 newPosition = reference.position + (reference.position - this.transform.position);
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newPosition.x = this.transform.position.x;
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this.transform.position = newPosition;
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}
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}
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}
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@@ -1,12 +0,0 @@
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||||
fileFormatVersion: 2
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||||
guid: 456a736ebb92ebf4b959fa9c4b704427
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||||
timeCreated: 1571763206
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||||
licenseType: Free
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||||
MonoImporter:
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||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
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