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unity/Assets/Spine Examples/Scripts/SpineboyBodyTilt.cs
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unity/Assets/Spine Examples/Scripts/SpineboyBodyTilt.cs
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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 System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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public class SpineboyBodyTilt : MonoBehaviour {
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[Header("Settings")]
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public SpineboyFootplanter planter;
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[SpineBone]
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public string hip = "hip", head = "head";
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public float hipTiltScale = 7;
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public float headTiltScale = 0.7f;
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public float hipRotationMoveScale = 60f;
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[Header("Debug")]
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public float hipRotationTarget;
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public float hipRotationSmoothed;
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public float baseHeadRotation;
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Bone hipBone, headBone;
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void Start () {
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var skeletonAnimation = GetComponent<SkeletonAnimation>();
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var skeleton = skeletonAnimation.Skeleton;
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hipBone = skeleton.FindBone(hip);
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headBone = skeleton.FindBone(head);
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baseHeadRotation = headBone.Rotation;
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skeletonAnimation.UpdateLocal += UpdateLocal;
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}
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private void UpdateLocal (ISkeletonAnimation animated) {
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hipRotationTarget = planter.Balance * hipTiltScale;
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hipRotationSmoothed = Mathf.MoveTowards(hipRotationSmoothed, hipRotationTarget, Time.deltaTime * hipRotationMoveScale * Mathf.Abs(2f * planter.Balance / planter.offBalanceThreshold));
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hipBone.Rotation = hipRotationSmoothed;
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headBone.Rotation = baseHeadRotation + (-hipRotationSmoothed * headTiltScale);
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}
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}
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}
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