更新,spine和很多优化
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, 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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/// 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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