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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, 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.
- *****************************************************************************/
- using Spine.Unity;
- using System.Collections;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class RaggedySpineboy : MonoBehaviour {
- public LayerMask groundMask;
- public float restoreDuration = 0.5f;
- public Vector2 launchVelocity = new Vector2(50, 100);
- Spine.Unity.Examples.SkeletonRagdoll2D ragdoll;
- Collider2D naturalCollider;
- void Start () {
- ragdoll = GetComponent<Spine.Unity.Examples.SkeletonRagdoll2D>();
- naturalCollider = GetComponent<Collider2D>();
- }
- void AddRigidbody () {
- var rb = gameObject.AddComponent<Rigidbody2D>();
- rb.freezeRotation = true;
- naturalCollider.enabled = true;
- }
- void RemoveRigidbody () {
- Destroy(GetComponent<Rigidbody2D>());
- naturalCollider.enabled = false;
- }
- void OnMouseUp () {
- if (naturalCollider.enabled)
- Launch();
- }
- void Launch () {
- RemoveRigidbody();
- ragdoll.Apply();
- ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
- StartCoroutine(WaitUntilStopped());
- }
- IEnumerator Restore () {
- Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
- Vector3 rbPosition = ragdoll.RootRigidbody.position;
- Vector3 skeletonPoint = estimatedPos;
- RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
- if (hit.collider != null)
- skeletonPoint = hit.point;
- ragdoll.RootRigidbody.isKinematic = true;
- ragdoll.SetSkeletonPosition(skeletonPoint);
- yield return ragdoll.SmoothMix(0, restoreDuration);
- ragdoll.Remove();
- AddRigidbody();
- }
- IEnumerator WaitUntilStopped () {
- yield return new WaitForSeconds(0.5f);
- float t = 0;
- while (t < 0.5f) {
- t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
- yield return null;
- }
- StartCoroutine(Restore());
- }
- }
- }
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