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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;
- using Spine.Unity;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class SpineboyFootplanter : MonoBehaviour {
- public float timeScale = 0.5f;
- [SpineBone] public string nearBoneName, farBoneName;
- [Header("Settings")]
- public Vector2 footSize;
- public float footRayRaise = 2f;
- public float comfyDistance = 1f;
- public float centerOfGravityXOffset = -0.25f;
- public float feetTooFarApartThreshold = 3f;
- public float offBalanceThreshold = 1.4f;
- public float minimumSpaceBetweenFeet = 0.5f;
- public float maxNewStepDisplacement = 2f;
- public float shuffleDistance = 1f;
- public float baseLerpSpeed = 3.5f;
- public FootMovement forward, backward;
- [Header("Debug")]
- [SerializeField] float balance;
- [SerializeField] float distanceBetweenFeet;
- [SerializeField] protected Foot nearFoot, farFoot;
- Skeleton skeleton;
- Bone nearFootBone, farFootBone;
- [System.Serializable]
- public class FootMovement {
- public AnimationCurve xMoveCurve;
- public AnimationCurve raiseCurve;
- public float maxRaise;
- public float minDistanceCompensate;
- public float maxDistanceCompensate;
- }
- [System.Serializable]
- public class Foot {
- public Vector2 worldPos;
- public float displacementFromCenter;
- public float distanceFromCenter;
- [Space]
- public float lerp;
- public Vector2 worldPosPrev;
- public Vector2 worldPosNext;
- public bool IsStepInProgress { get { return lerp < 1f; } }
- public bool IsPrettyMuchDoneStepping { get { return lerp > 0.7f; } }
- public void UpdateDistance (float centerOfGravityX) {
- displacementFromCenter = worldPos.x - centerOfGravityX;
- distanceFromCenter = Mathf.Abs(displacementFromCenter);
- }
- public void StartNewStep (float newDistance, float centerOfGravityX, float tentativeY, float footRayRaise, RaycastHit2D[] hits, Vector2 footSize) {
- lerp = 0f;
- worldPosPrev = worldPos;
- float newX = centerOfGravityX - newDistance;
- Vector2 origin = new Vector2(newX, tentativeY + footRayRaise);
- //int hitCount = Physics2D.BoxCastNonAlloc(origin, footSize, 0f, Vector2.down, hits);
- int hitCount = Physics2D.BoxCast(origin, footSize, 0f, Vector2.down, new ContactFilter2D { useTriggers = false }, hits);
- worldPosNext = hitCount > 0 ? hits[0].point : new Vector2(newX, tentativeY);
- }
- public void UpdateStepProgress (float deltaTime, float stepSpeed, float shuffleDistance, FootMovement forwardMovement, FootMovement backwardMovement) {
- if (!this.IsStepInProgress)
- return;
- lerp += deltaTime * stepSpeed;
- float strideSignedSize = worldPosNext.x - worldPosPrev.x;
- float strideSign = Mathf.Sign(strideSignedSize);
- float strideSize = (Mathf.Abs(strideSignedSize));
- var movement = strideSign > 0 ? forwardMovement : backwardMovement;
- worldPos.x = Mathf.Lerp(worldPosPrev.x, worldPosNext.x, movement.xMoveCurve.Evaluate(lerp));
- float groundLevel = Mathf.Lerp(worldPosPrev.y, worldPosNext.y, lerp);
- if (strideSize > shuffleDistance) {
- float strideSizeFootRaise = Mathf.Clamp((strideSize * 0.5f), 1f, 2f);
- worldPos.y = groundLevel + (movement.raiseCurve.Evaluate(lerp) * movement.maxRaise * strideSizeFootRaise);
- } else {
- lerp += Time.deltaTime;
- worldPos.y = groundLevel;
- }
- if (lerp > 1f)
- lerp = 1f;
- }
- public static float GetNewDisplacement (float otherLegDisplacementFromCenter, float comfyDistance, float minimumFootDistanceX, float maxNewStepDisplacement, FootMovement forwardMovement, FootMovement backwardMovement) {
- var movement = Mathf.Sign(otherLegDisplacementFromCenter) < 0 ? forwardMovement : backwardMovement;
- float randomCompensate = Random.Range(movement.minDistanceCompensate, movement.maxDistanceCompensate);
- float newDisplacement = (otherLegDisplacementFromCenter * randomCompensate);
- if (Mathf.Abs(newDisplacement) > maxNewStepDisplacement || Mathf.Abs(otherLegDisplacementFromCenter) < minimumFootDistanceX)
- newDisplacement = comfyDistance * Mathf.Sign(newDisplacement) * randomCompensate;
- return newDisplacement;
- }
- }
- public float Balance { get { return balance; } }
- void Start () {
- Time.timeScale = timeScale;
- var tpos = transform.position;
- // Default starting positions.
- nearFoot.worldPos = tpos;
- nearFoot.worldPos.x -= comfyDistance;
- nearFoot.worldPosPrev = nearFoot.worldPosNext = nearFoot.worldPos;
- farFoot.worldPos = tpos;
- farFoot.worldPos.x += comfyDistance;
- farFoot.worldPosPrev = farFoot.worldPosNext = farFoot.worldPos;
- var skeletonAnimation = GetComponent<SkeletonAnimation>();
- skeleton = skeletonAnimation.Skeleton;
- skeletonAnimation.UpdateLocal += UpdateLocal;
- nearFootBone = skeleton.FindBone(nearBoneName);
- farFootBone = skeleton.FindBone(farBoneName);
- nearFoot.lerp = 1f;
- farFoot.lerp = 1f;
- }
- RaycastHit2D[] hits = new RaycastHit2D[1];
- private void UpdateLocal (ISkeletonAnimation animated) {
- Transform thisTransform = transform;
- Vector2 thisTransformPosition = thisTransform.position;
- float centerOfGravityX = thisTransformPosition.x + centerOfGravityXOffset;
- nearFoot.UpdateDistance(centerOfGravityX);
- farFoot.UpdateDistance(centerOfGravityX);
- balance = nearFoot.displacementFromCenter + farFoot.displacementFromCenter;
- distanceBetweenFeet = Mathf.Abs(nearFoot.worldPos.x - farFoot.worldPos.x);
- // Detect time to make a new step
- bool isTooOffBalance = Mathf.Abs(balance) > offBalanceThreshold;
- bool isFeetTooFarApart = distanceBetweenFeet > feetTooFarApartThreshold;
- bool timeForNewStep = isFeetTooFarApart || isTooOffBalance;
- if (timeForNewStep) {
- // Choose which foot to use for next step.
- Foot stepFoot, otherFoot;
- bool stepLegIsNearLeg = nearFoot.distanceFromCenter > farFoot.distanceFromCenter;
- if (stepLegIsNearLeg) {
- stepFoot = nearFoot;
- otherFoot = farFoot;
- } else {
- stepFoot = farFoot;
- otherFoot = nearFoot;
- }
- // Start a new step.
- if (!stepFoot.IsStepInProgress && otherFoot.IsPrettyMuchDoneStepping) {
- float newDisplacement = Foot.GetNewDisplacement(otherFoot.displacementFromCenter, comfyDistance, minimumSpaceBetweenFeet, maxNewStepDisplacement, forward, backward);
- stepFoot.StartNewStep(newDisplacement, centerOfGravityX, thisTransformPosition.y, footRayRaise, hits, footSize);
- }
- }
- float deltaTime = Time.deltaTime;
- float stepSpeed = baseLerpSpeed;
- stepSpeed += (Mathf.Abs(balance) - 0.6f) * 2.5f;
- // Animate steps that are in progress.
- nearFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
- farFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
- nearFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(nearFoot.worldPos));
- farFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(farFoot.worldPos));
- }
- void OnDrawGizmos () {
- if (Application.isPlaying) {
- const float Radius = 0.15f;
- Gizmos.color = Color.green;
- Gizmos.DrawSphere(nearFoot.worldPos, Radius);
- Gizmos.DrawWireSphere(nearFoot.worldPosNext, Radius);
- Gizmos.color = Color.magenta;
- Gizmos.DrawSphere(farFoot.worldPos, Radius);
- Gizmos.DrawWireSphere(farFoot.worldPosNext, Radius);
- }
- }
- }
- }
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