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2025-09-09 72bc19c69a767b451d51471b4895d7839b68da33
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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, 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.
 *****************************************************************************/
 
// Contributed by: Mitch Thompson
 
#if UNITY_2019_2 || UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 // note: 2020.3+ uses old bahavior again
#define HINGE_JOINT_2019_BEHAVIOUR
#endif
 
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
namespace Spine.Unity.Examples {
    [RequireComponent(typeof(SkeletonRenderer))]
    public class SkeletonRagdoll2D : MonoBehaviour {
        static Transform parentSpaceHelper;
 
        #region Inspector
        [Header("Hierarchy")]
        [SpineBone]
        public string startingBoneName = "";
        [SpineBone]
        public List<string> stopBoneNames = new List<string>();
 
        [Header("Parameters")]
        public bool applyOnStart;
        [Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
        public bool disableIK = true;
        public bool disableOtherConstraints = false;
        [Space]
        [Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
        public bool pinStartBone;
        public float gravityScale = 1;
        [Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
        public float thickness = 0.125f;
        [Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
        public float rotationLimit = 20;
        public float rootMass = 20;
        [Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
        [Range(0.01f, 1f)]
        public float massFalloffFactor = 0.4f;
        [Tooltip("The layer assigned to all of the rigidbody parts.")]
        [SkeletonRagdoll.LayerField]
        public int colliderLayer = 0;
        [Range(0, 1)]
        public float mix = 1;
        public bool oldRagdollBehaviour = false;
        #endregion
 
        ISkeletonAnimation targetSkeletonComponent;
        Skeleton skeleton;
        struct BoneFlipEntry {
            public BoneFlipEntry (bool flipX, bool flipY) {
                this.flipX = flipX;
                this.flipY = flipY;
            }
 
            public bool flipX;
            public bool flipY;
        }
        Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
        Dictionary<Bone, BoneFlipEntry> boneFlipTable = new Dictionary<Bone, BoneFlipEntry>();
        Transform ragdollRoot;
        public Rigidbody2D RootRigidbody { get; private set; }
        public Bone StartingBone { get; private set; }
        Vector2 rootOffset;
        public Vector3 RootOffset { get { return this.rootOffset; } }
        bool isActive;
        public bool IsActive { get { return this.isActive; } }
 
        IEnumerator Start () {
            if (parentSpaceHelper == null) {
                parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
            }
 
            targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
            if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
            skeleton = targetSkeletonComponent.Skeleton;
 
            if (applyOnStart) {
                yield return null;
                Apply();
            }
        }
 
        #region API
        public Rigidbody2D[] RigidbodyArray {
            get {
                if (!isActive)
                    return new Rigidbody2D[0];
 
                Rigidbody2D[] rigidBodies = new Rigidbody2D[boneTable.Count];
                int i = 0;
                foreach (Transform t in boneTable.Values) {
                    rigidBodies[i] = t.GetComponent<Rigidbody2D>();
                    i++;
                }
 
                return rigidBodies;
            }
        }
 
        public Vector3 EstimatedSkeletonPosition {
            get { return this.RootRigidbody.position - rootOffset; }
        }
 
        /// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
        public void Apply () {
            isActive = true;
            mix = 1;
 
            Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
            RecursivelyCreateBoneProxies(startingBone);
 
            RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
            RootRigidbody.isKinematic = pinStartBone;
            RootRigidbody.mass = rootMass;
            List<Collider2D> boneColliders = new List<Collider2D>();
            foreach (KeyValuePair<Bone, Transform> pair in boneTable) {
                Bone b = pair.Key;
                Transform t = pair.Value;
                Transform parentTransform;
                boneColliders.Add(t.GetComponent<Collider2D>());
                if (b == startingBone) {
                    ragdollRoot = new GameObject("RagdollRoot").transform;
                    ragdollRoot.SetParent(transform, false);
                    if (b == skeleton.RootBone) { // RagdollRoot is skeleton root's parent, thus the skeleton's scale and position.
                        ragdollRoot.localPosition = new Vector3(skeleton.X, skeleton.Y, 0);
                        ragdollRoot.localRotation = (skeleton.ScaleX < 0) ? Quaternion.Euler(0, 0, 180.0f) : Quaternion.identity;
                    } else {
                        ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
                        ragdollRoot.localRotation = Quaternion.Euler(0, 0, b.Parent.WorldRotationX - b.Parent.ShearX);
                    }
                    parentTransform = ragdollRoot;
                    rootOffset = t.position - transform.position;
                } else {
                    parentTransform = boneTable[b.Parent];
                }
 
                // Add joint and attach to parent.
                Rigidbody2D rbParent = parentTransform.GetComponent<Rigidbody2D>();
                if (rbParent != null) {
                    HingeJoint2D joint = t.gameObject.AddComponent<HingeJoint2D>();
                    joint.connectedBody = rbParent;
                    Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
                    joint.connectedAnchor = localPos;
 
                    joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
 
#if HINGE_JOINT_2019_BEHAVIOUR
                    float referenceAngle = (rbParent.transform.eulerAngles.z - t.eulerAngles.z + 360f) % 360f;
                    float minAngle = referenceAngle - rotationLimit;
                    float maxAngle = referenceAngle + rotationLimit;
                    if (maxAngle > 180f) {
                        minAngle -= 360f;
                        maxAngle -= 360f;
                    }
#else
                    float minAngle = -rotationLimit;
                    float maxAngle = rotationLimit;
#endif
                    joint.limits = new JointAngleLimits2D {
                        min = minAngle,
                        max = maxAngle
                    };
                    joint.useLimits = true;
                }
            }
 
            // Ignore collisions among bones.
            for (int x = 0; x < boneColliders.Count; x++) {
                for (int y = 0; y < boneColliders.Count; y++) {
                    if (x == y) continue;
                    Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
                }
            }
 
            // Destroy existing override-mode SkeletonUtility bones.
            SkeletonUtilityBone[] utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
            if (utilityBones.Length > 0) {
                List<string> destroyedUtilityBoneNames = new List<string>();
                foreach (SkeletonUtilityBone ub in utilityBones) {
                    if (ub.mode == SkeletonUtilityBone.Mode.Override) {
                        destroyedUtilityBoneNames.Add(ub.gameObject.name);
                        Destroy(ub.gameObject);
                    }
                }
                if (destroyedUtilityBoneNames.Count > 0) {
                    string msg = "Destroyed Utility Bones: ";
                    for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
                        msg += destroyedUtilityBoneNames[i];
                        if (i != destroyedUtilityBoneNames.Count - 1) {
                            msg += ",";
                        }
                    }
                    Debug.LogWarning(msg);
                }
            }
 
            // Disable skeleton constraints.
            if (disableIK) {
                ExposedList<IkConstraint> ikConstraints = skeleton.IkConstraints;
                for (int i = 0, n = ikConstraints.Count; i < n; i++)
                    ikConstraints.Items[i].Mix = 0;
            }
 
            if (disableOtherConstraints) {
                ExposedList<TransformConstraint> transformConstraints = skeleton.TransformConstraints;
                for (int i = 0, n = transformConstraints.Count; i < n; i++) {
                    transformConstraints.Items[i].MixRotate = 0;
                    transformConstraints.Items[i].MixScaleX = 0;
                    transformConstraints.Items[i].MixScaleY = 0;
                    transformConstraints.Items[i].MixShearY = 0;
                    transformConstraints.Items[i].MixX = 0;
                    transformConstraints.Items[i].MixY = 0;
                }
 
                ExposedList<PathConstraint> pathConstraints = skeleton.PathConstraints;
                for (int i = 0, n = pathConstraints.Count; i < n; i++) {
                    pathConstraints.Items[i].MixRotate = 0;
                    pathConstraints.Items[i].MixX = 0;
                    pathConstraints.Items[i].MixY = 0;
                }
            }
 
            targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
        }
 
        /// <summary>Transitions the mix value from the current value to a target value.</summary>
        public Coroutine SmoothMix (float target, float duration) {
            return StartCoroutine(SmoothMixCoroutine(target, duration));
        }
 
        IEnumerator SmoothMixCoroutine (float target, float duration) {
            float startTime = Time.time;
            float startMix = mix;
            while (mix > 0) {
                skeleton.SetBonesToSetupPose();
                mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
                yield return null;
            }
        }
 
        /// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
        public void SetSkeletonPosition (Vector3 worldPosition) {
            if (!isActive) {
                Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
                return;
            }
 
            Vector3 offset = worldPosition - transform.position;
            transform.position = worldPosition;
            foreach (Transform t in boneTable.Values)
                t.position -= offset;
 
            UpdateSpineSkeleton(null);
            skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
        }
 
        /// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
        public void Remove () {
            isActive = false;
            foreach (Transform t in boneTable.Values)
                Destroy(t.gameObject);
 
            Destroy(ragdollRoot.gameObject);
            boneTable.Clear();
            targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
        }
 
        public Rigidbody2D GetRigidbody (string boneName) {
            Bone bone = skeleton.FindBone(boneName);
            return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
        }
        #endregion
 
        /// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
        void RecursivelyCreateBoneProxies (Bone b) {
            string boneName = b.Data.Name;
            if (stopBoneNames.Contains(boneName))
                return;
 
            GameObject boneGameObject = new GameObject(boneName);
            boneGameObject.layer = this.colliderLayer;
            Transform t = boneGameObject.transform;
            boneTable.Add(b, t);
 
            t.parent = transform;
            t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
            t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
            t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
 
            List<Collider2D> colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
            if (colliders.Count == 0) {
                float length = b.Data.Length;
                if (length == 0) {
                    CircleCollider2D circle = boneGameObject.AddComponent<CircleCollider2D>();
                    circle.radius = thickness * 0.5f;
                } else {
                    BoxCollider2D box = boneGameObject.AddComponent<BoxCollider2D>();
                    box.size = new Vector2(length, thickness);
                    box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
                }
            }
 
            Rigidbody2D rb = boneGameObject.GetComponent<Rigidbody2D>();
            if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
            rb.gravityScale = this.gravityScale;
 
            foreach (Bone child in b.Children)
                RecursivelyCreateBoneProxies(child);
        }
 
        /// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
        void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
            bool parentFlipX;
            bool parentFlipY;
            Bone startingBone = this.StartingBone;
            GetStartBoneParentFlipState(out parentFlipX, out parentFlipY);
 
            foreach (KeyValuePair<Bone, Transform> pair in boneTable) {
                Bone b = pair.Key;
                Transform t = pair.Value;
                bool isStartingBone = (b == startingBone);
                Bone parentBone = b.Parent;
                Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[parentBone];
                if (!isStartingBone) {
                    BoneFlipEntry parentBoneFlip = boneFlipTable[parentBone];
                    parentFlipX = parentBoneFlip.flipX;
                    parentFlipY = parentBoneFlip.flipY;
                }
                bool flipX = parentFlipX ^ (b.ScaleX < 0);
                bool flipY = parentFlipY ^ (b.ScaleY < 0);
 
                BoneFlipEntry boneFlip;
                boneFlipTable.TryGetValue(b, out boneFlip);
                boneFlip.flipX = flipX;
                boneFlip.flipY = flipY;
                boneFlipTable[b] = boneFlip;
 
                bool flipXOR = flipX ^ flipY;
                bool parentFlipXOR = parentFlipX ^ parentFlipY;
 
                if (!oldRagdollBehaviour && isStartingBone) {
                    if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
                        ragdollRoot.localPosition = new Vector3(parentBone.WorldX, parentBone.WorldY, 0);
                        ragdollRoot.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
                        ragdollRoot.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
                    }
                }
 
                Vector3 parentTransformWorldPosition = parentTransform.position;
                Quaternion parentTransformWorldRotation = parentTransform.rotation;
 
                parentSpaceHelper.position = parentTransformWorldPosition;
                parentSpaceHelper.rotation = parentTransformWorldRotation;
                parentSpaceHelper.localScale = parentTransform.lossyScale;
 
                if (oldRagdollBehaviour) {
                    if (isStartingBone && b != skeleton.RootBone) {
                        Vector3 localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
                        parentSpaceHelper.position = ragdollRoot.TransformPoint(localPosition);
                        parentSpaceHelper.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
                        parentSpaceHelper.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
                    }
                }
 
                Vector3 boneWorldPosition = t.position;
                Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
 
                Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
                float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
 
                if (flipXOR) boneLocalPosition.y *= -1f;
                if (parentFlipXOR != flipXOR) boneLocalPosition.y *= -1f;
 
                if (parentFlipXOR) boneLocalRotation *= -1f;
                if (parentFlipX != flipX) boneLocalRotation += 180;
 
                b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
                b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
                b.Rotation = Mathf.Lerp(b.Rotation, boneLocalRotation, mix);
                //b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
            }
        }
 
        void GetStartBoneParentFlipState (out bool parentFlipX, out bool parentFlipY) {
            parentFlipX = skeleton.ScaleX < 0;
            parentFlipY = skeleton.ScaleY < 0;
            Bone parent = this.StartingBone == null ? null : this.StartingBone.Parent;
            while (parent != null) {
                parentFlipX ^= parent.ScaleX < 0;
                parentFlipY ^= parent.ScaleY < 0;
                parent = parent.Parent;
            }
        }
 
        static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
            const string AttachmentNameMarker = "ragdoll";
            List<Collider2D> colliders = new List<Collider2D>();
            Skin skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
 
            List<Skin.SkinEntry> skinEntries = new List<Skin.SkinEntry>();
            foreach (Slot slot in skeleton.Slots) {
                if (slot.Bone == b) {
                    skin.GetAttachments(skeleton.Slots.IndexOf(slot), skinEntries);
 
                    bool bbAttachmentAdded = false;
                    foreach (Skin.SkinEntry entry in skinEntries) {
                        BoundingBoxAttachment bbAttachment = entry.Attachment as BoundingBoxAttachment;
                        if (bbAttachment != null) {
                            if (!entry.Name.ToLower().Contains(AttachmentNameMarker))
                                continue;
 
                            bbAttachmentAdded = true;
                            PolygonCollider2D bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, slot, go, isTrigger: false);
                            colliders.Add(bbCollider);
                        }
                    }
 
                    if (bbAttachmentAdded)
                        SkeletonUtility.AddBoneRigidbody2D(go, isKinematic: false, gravityScale: gravityScale);
                }
            }
 
            return colliders;
        }
 
        static Vector3 FlipScale (bool flipX, bool flipY) {
            return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
        }
 
#if UNITY_EDITOR
        void OnDrawGizmosSelected () {
            if (isActive) {
                Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
                Vector3 newTransformPos = RootRigidbody.position - rootOffset;
                Gizmos.DrawLine(transform.position, newTransformPos);
                Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
            }
        }
#endif
    }
 
}