少年修仙传客户端代码仓库
client_Wu Xijin
2019-06-13 033958214c0b16d7e7b93cc821b018c295251867
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/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
 
using UnityEngine;
using System.Collections.Generic;
 
namespace Spine.Unity {
 
    [ExecuteInEditMode]
    public class BoundingBoxFollower : MonoBehaviour {
        internal static bool DebugMessages = true;
 
        #region Inspector
        public SkeletonRenderer skeletonRenderer;
        [SpineSlot(dataField: "skeletonRenderer", containsBoundingBoxes: true)]
        public string slotName;
        public bool isTrigger;
        public bool clearStateOnDisable = true;
        #endregion
 
        Slot slot;
        BoundingBoxAttachment currentAttachment;
        string currentAttachmentName;
        PolygonCollider2D currentCollider;
 
        public readonly Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
        public readonly Dictionary<BoundingBoxAttachment, string> nameTable = new Dictionary<BoundingBoxAttachment, string>();
 
        public Slot Slot { get { return slot; } }
        public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
        public string CurrentAttachmentName { get { return currentAttachmentName; } }
        public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
        public bool IsTrigger { get { return isTrigger; } }
 
        void Start () {
            Initialize();
        }
 
        void OnEnable () {
            if (skeletonRenderer != null) {
                skeletonRenderer.OnRebuild -= HandleRebuild;
                skeletonRenderer.OnRebuild += HandleRebuild;
            }
 
            Initialize();
        }
 
        void HandleRebuild (SkeletonRenderer sr) {
            //if (BoundingBoxFollower.DebugMessages) Debug.Log("Skeleton was rebuilt. Repopulating BoundingBoxFollower.");
            Initialize();
        }
 
        /// <summary>
        /// Initialize and instantiate the BoundingBoxFollower colliders. This is method checks if the BoundingBoxFollower has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.</summary>
        public void Initialize () {
            if (skeletonRenderer == null)
                return;
 
            skeletonRenderer.Initialize(false);
            
            if (string.IsNullOrEmpty(slotName))
                return;
 
            // Don't reinitialize if the setup did not change.
            if (colliderTable.Count > 0 && slot != null            // Slot is set and colliders already populated.
                &&
                skeletonRenderer.skeleton == slot.Skeleton        // Skeleton object did not change.
                &&
                slotName == slot.data.name                        // Slot object did not change.
            ) 
                return;
 
            DisposeColliders();
 
            var skeleton = skeletonRenderer.skeleton;
            slot = skeleton.FindSlot(slotName);
            int slotIndex = skeleton.FindSlotIndex(slotName);
 
            if (slot == null) {
                if (BoundingBoxFollower.DebugMessages)
                    Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollower on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
                return;
            }
 
            if (this.gameObject.activeInHierarchy) {
                foreach (var skin in skeleton.Data.Skins) {
                    var attachmentNames = new List<string>();
                    skin.FindNamesForSlot(slotIndex, attachmentNames);
 
                    foreach (var skinKey in attachmentNames) {
                        var attachment = skin.GetAttachment(slotIndex, skinKey);
                        var boundingBoxAttachment = attachment as BoundingBoxAttachment;
 
                        if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
                            Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);                        
 
                        if (boundingBoxAttachment != null) {
                            var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
                            bbCollider.enabled = false;
                            bbCollider.hideFlags = HideFlags.NotEditable;
                            bbCollider.isTrigger = IsTrigger;
                            colliderTable.Add(boundingBoxAttachment, bbCollider);
                            nameTable.Add(boundingBoxAttachment, skinKey);
                        }
                    }
                }
            }
 
            if (BoundingBoxFollower.DebugMessages) {
                bool valid = colliderTable.Count != 0;
                if (!valid) {
                    if (this.gameObject.activeInHierarchy)
                        Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
                    else 
                        Debug.LogWarning("Bounding Box Follower tried to rebuild as a prefab.");
                }
            }
        }
 
        void OnDisable () {
            if (clearStateOnDisable)
                ClearState();
        }
 
        public void ClearState () {
            if (colliderTable != null)
                foreach (var col in colliderTable.Values)
                    col.enabled = false;
 
            currentAttachment = null;
            currentAttachmentName = null;
            currentCollider = null;
        }
 
        void DisposeColliders () {
            #if UNITY_EDITOR
            var colliders = GetComponents<PolygonCollider2D>();
            if (colliders.Length == 0) return;
 
            if (Application.isPlaying) {
                foreach (var c in colliders) {
                    if (c != null)
                        Destroy(c);
                }
            } else {
                foreach (var c in colliders)
                    if (c != null) 
                        DestroyImmediate(c);
            }
            #else
            foreach (PolygonCollider2D c in colliderTable.Values)
                if (c != null)
                    Destroy(c);
            #endif
 
            slot = null;
            currentAttachment = null;
            currentAttachmentName = null;
            currentCollider = null;
            colliderTable.Clear();
            nameTable.Clear();
        }
 
        void LateUpdate () {
            if (slot != null && slot.Attachment != currentAttachment)
                MatchAttachment(slot.Attachment);
        }
 
        /// <summary>Sets the current collider to match attachment.</summary>
        /// <param name="attachment">If the attachment is not a bounding box, it will be treated as null.</param>
        void MatchAttachment (Attachment attachment) {
            var bbAttachment = attachment as BoundingBoxAttachment;
 
            if (BoundingBoxFollower.DebugMessages && attachment != null && bbAttachment == null)
                Debug.LogWarning("BoundingBoxFollower tried to match a non-boundingbox attachment. It will treat it as null.");
 
            if (currentCollider != null)
                currentCollider.enabled = false;
 
            if (bbAttachment == null) {
                currentCollider = null;
            } else {
                currentCollider = colliderTable[bbAttachment];
                currentCollider.enabled = true;
            }
 
            currentAttachment = bbAttachment;
            currentAttachmentName = currentAttachment == null ? null : nameTable[bbAttachment];
        }
    }
 
}