示例#1
0
                public void SetAnimationSetForCamera(Camera camera)
                {
                    //Work out angle between character face direction and camera forward.
                    //Choose a animation set based on horizontal angle between camera forward and character forward

                    Transform graphicsOrigin = _graphicsOrigin;

                    if (graphicsOrigin == null)
                    {
                        graphicsOrigin = this.transform;
                    }

                    //Convert camera pos and forward into character space
                    Vector3 localspaceCameraPos = _graphicsOrigin.InverseTransformPoint(camera.transform.position);
                    Vector3 localspaceCameraDir = _graphicsOrigin.InverseTransformDirection(-camera.transform.forward);

                    //Get forward in XY space
                    Vector2 localspaceCameraDirXY = new Vector2(localspaceCameraDir.x, localspaceCameraDir.z).normalized;
                    Vector2 forwardXY             = Vector2.up;

                    //The angle between camera forward and character forward
                    float horizAngle = MathUtils.AngleBetween(forwardXY, localspaceCameraDirXY);

                    //Work out which animations to use
                    int   bestAnimationSet = -1;
                    float nearestAngleDif  = 0.0f;

                    for (int i = 0; i < _animationSets.Length; i++)
                    {
                        //Disable the sets renderer
                        SetAnimationSetActive(_animationSets[i], false);

                        //Never use sprites that direction is more than 90 degrees to camera
                        Vector2 spriteForwardXY = MathUtils.Rotate(forwardXY, _animationSets[i]._fowardAngle);
                        float   spriteAngle     = MathUtils.AngleBetween(localspaceCameraDirXY, spriteForwardXY);

                        if (Mathf.Abs(spriteAngle) < _animationSets[i]._maxAngle)
                        {
                            float angleDiff = MathUtils.AngleDiff(horizAngle, MathUtils.DegreesTo180Range(_animationSets[i]._faceAngle));

                            if (bestAnimationSet == -1 || Mathf.Abs(angleDiff) < Mathf.Abs(nearestAngleDif))
                            {
                                bestAnimationSet = i;
                                nearestAngleDif  = angleDiff;
                            }
                        }
                    }

                    if (bestAnimationSet != -1)
                    {
                        Spine3DAnimationSet animationSet = _animationSets[bestAnimationSet];

                        SetAnimationSetActive(animationSet, true);

                        if (_onRenderAnimationSet != null)
                        {
                            _onRenderAnimationSet.Invoke(camera, animationSet);
                        }

                        //Horizontal sprite rotation
                        {
                            //Rotate this forward to face sprite towards its face angle.
                            Vector2 localSpaceSpriteForwardXY = MathUtils.Rotate(forwardXY, -animationSet._faceAngle);

                            //When hit max view angle maintain that relative angle diff.
                            float spriteAngle    = MathUtils.AngleBetween(localspaceCameraDirXY, localSpaceSpriteForwardXY);
                            float spriteMaxAngle = animationSet._maxViewAngle;
                            if (Mathf.Abs(spriteAngle) > spriteMaxAngle)
                            {
                                //Rotate camera forward by max angle in correct direction
                                float clampedAngle = spriteMaxAngle;
                                if (spriteAngle < 0)
                                {
                                    clampedAngle = -clampedAngle;
                                }

                                localSpaceSpriteForwardXY = MathUtils.Rotate(localspaceCameraDirXY, -clampedAngle);
                            }

                            //Set rotation matrix based off adjusted up and the correct sprite forward vector
                            {
                                Vector3 spriteForward = new Vector3(localSpaceSpriteForwardXY.x, 0.0f, localSpaceSpriteForwardXY.y).normalized;
                                animationSet.transform.localRotation = Quaternion.FromToRotation(Vector3.forward, -spriteForward);
                            }
                        }

                        //Vertical sprite rotation
                        {
                            Vector3 localSpaceCamerDirFlat = new Vector3(localspaceCameraDir.x, 0.0f, localspaceCameraDir.z).normalized;

                            //Work out roll angle between sprite and camera
                            float rollAngle = Vector3.Angle(localSpaceCamerDirFlat, localspaceCameraDir);
                            if (localspaceCameraDir.y < 0)
                            {
                                rollAngle = -rollAngle;
                            }

                            //If roll angle is too severe then rotate sprite to align better with the camera
                            if (Mathf.Abs(rollAngle) > _minRollAngle)
                            {
                                //ifs over min angle then rotate by amount over
                                float angle = Mathf.Abs(rollAngle) - _minRollAngle;

                                if (angle > _maxRollAngle)
                                {
                                    angle = _maxRollAngle;
                                }

                                if (rollAngle < 0.0f)
                                {
                                    angle = -angle;
                                }

                                Vector3 spriteAxis = Vector3.Cross(Vector3.up, localspaceCameraDir).normalized;
                                animationSet.transform.localRotation *= Quaternion.AngleAxis(angle, Vector3.right);
                            }
                        }
                    }
                }