三国卡牌客户端基础资源仓库
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2025-09-15 ea3ad185fcbccce1bd49d467de7186ac08edab24
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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.
 *****************************************************************************/
 
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
 
using UnityEngine;
 
namespace Spine.Unity {
 
#if NEW_PREFAB_SYSTEM
    [ExecuteAlways]
#else
    [ExecuteInEditMode]
#endif
    [AddComponentMenu("Spine/Point Follower")]
    [HelpURL("http://esotericsoftware.com/spine-unity#PointFollower")]
    public class PointFollower : MonoBehaviour, IHasSkeletonRenderer, IHasSkeletonComponent {
 
        public SkeletonRenderer skeletonRenderer;
        public SkeletonRenderer SkeletonRenderer { get { return this.skeletonRenderer; } }
        public ISkeletonComponent SkeletonComponent { get { return skeletonRenderer as ISkeletonComponent; } }
 
        [SpineSlot(dataField: "skeletonRenderer", includeNone: true)]
        public string slotName;
 
        [SpineAttachment(slotField: "slotName", dataField: "skeletonRenderer", fallbackToTextField: true, includeNone: true)]
        public string pointAttachmentName;
 
        public bool followRotation = true;
        public bool followSkeletonFlip = true;
        public bool followSkeletonZPosition = false;
 
        Transform skeletonTransform;
        bool skeletonTransformIsParent;
        PointAttachment point;
        Bone bone;
        bool valid;
        public bool IsValid { get { return valid; } }
 
        public void Initialize () {
            valid = skeletonRenderer != null && skeletonRenderer.valid;
            if (!valid)
                return;
 
            UpdateReferences();
 
#if UNITY_EDITOR
            if (Application.isEditor) LateUpdate();
#endif
        }
 
        private void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
            Initialize();
        }
 
        void UpdateReferences () {
            skeletonTransform = skeletonRenderer.transform;
            skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
            skeletonRenderer.OnRebuild += HandleRebuildRenderer;
            skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
 
            bone = null;
            point = null;
            if (!string.IsNullOrEmpty(pointAttachmentName)) {
                Skeleton skeleton = skeletonRenderer.Skeleton;
 
                Slot slot = skeleton.FindSlot(slotName);
                if (slot != null) {
                    int slotIndex = slot.Data.Index;
                    bone = slot.Bone;
                    point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
                }
            }
        }
 
        void OnDestroy () {
            if (skeletonRenderer != null)
                skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
        }
 
        public void LateUpdate () {
#if UNITY_EDITOR
            if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
#endif
 
            if (point == null) {
                if (string.IsNullOrEmpty(pointAttachmentName)) return;
                UpdateReferences();
                if (point == null) return;
            }
 
            Vector2 worldPos;
            point.ComputeWorldPosition(bone, out worldPos.x, out worldPos.y);
            float rotation = point.ComputeWorldRotation(bone);
 
            Transform thisTransform = this.transform;
            if (skeletonTransformIsParent) {
                // Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
                thisTransform.localPosition = new Vector3(worldPos.x, worldPos.y, followSkeletonZPosition ? 0f : thisTransform.localPosition.z);
                if (followRotation) {
                    float halfRotation = rotation * 0.5f * Mathf.Deg2Rad;
 
                    Quaternion q = default(Quaternion);
                    q.z = Mathf.Sin(halfRotation);
                    q.w = Mathf.Cos(halfRotation);
                    thisTransform.localRotation = q;
                }
            } else {
                // For special cases: Use transform world properties if transform relationship is complicated
                Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(worldPos.x, worldPos.y, 0f));
                if (!followSkeletonZPosition)
                    targetWorldPosition.z = thisTransform.position.z;
 
                Transform transformParent = thisTransform.parent;
                if (transformParent != null) {
                    Matrix4x4 m = transformParent.localToWorldMatrix;
                    if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
                        rotation = -rotation;
                }
 
                if (followRotation) {
                    Vector3 transformWorldRotation = skeletonTransform.rotation.eulerAngles;
                    thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(transformWorldRotation.x, transformWorldRotation.y, transformWorldRotation.z + rotation));
                } else {
                    thisTransform.position = targetWorldPosition;
                }
            }
 
            if (followSkeletonFlip) {
                Vector3 localScale = thisTransform.localScale;
                localScale.y = Mathf.Abs(localScale.y) * Mathf.Sign(bone.Skeleton.ScaleX * bone.Skeleton.ScaleY);
                thisTransform.localScale = localScale;
            }
        }
    }
}