| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140 | /****************************************************************************** * 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. *****************************************************************************/#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER#define NEW_PREFAB_SYSTEM#endifusing UnityEngine;namespace Spine.Unity.Examples {#if NEW_PREFAB_SYSTEM	[ExecuteAlways]#else	[ExecuteInEditMode]#endif	[RequireComponent(typeof(SkeletonUtilityBone))]	public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {		[Tooltip("LayerMask for what objects to raycast against")]		public LayerMask groundMask;		[Tooltip("Use 2D")]		public bool use2D = false;		[Tooltip("Uses SphereCast for 3D mode and CircleCast for 2D mode")]		public bool useRadius = false;		[Tooltip("The Radius")]		public float castRadius = 0.1f;		[Tooltip("How high above the target bone to begin casting from")]		public float castDistance = 5f;		[Tooltip("X-Axis adjustment")]		public float castOffset = 0;		[Tooltip("Y-Axis adjustment")]		public float groundOffset = 0;		[Tooltip("How fast the target IK position adjusts to the ground. Use smaller values to prevent snapping")]		public float adjustSpeed = 5;		Vector3 rayOrigin;		Vector3 rayDir = new Vector3(0, -1, 0);		float hitY;		float lastHitY;		protected override void OnEnable () {			base.OnEnable();			lastHitY = transform.position.y;		}		public override void DoUpdate () {			rayOrigin = transform.position + new Vector3(castOffset, castDistance, 0);			float positionScale = hierarchy.PositionScale;			float adjustDistanceThisFrame = adjustSpeed * positionScale * Time.deltaTime;			hitY = float.MinValue;			if (use2D) {				RaycastHit2D hit;				if (useRadius)					hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);				else					hit = Physics2D.Raycast(rayOrigin, rayDir, castDistance + groundOffset, groundMask);				if (hit.collider != null) {					hitY = hit.point.y + groundOffset;					if (Application.isPlaying)						hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);				} else {					if (Application.isPlaying)						hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);				}			} else {				RaycastHit hit;				bool validHit = false;				if (useRadius)					validHit = Physics.SphereCast(rayOrigin, castRadius, rayDir, out hit, castDistance + groundOffset, groundMask);				else					validHit = Physics.Raycast(rayOrigin, rayDir, out hit, castDistance + groundOffset, groundMask);				if (validHit) {					hitY = hit.point.y + groundOffset;					if (Application.isPlaying)						hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);				} else {					if (Application.isPlaying)						hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);				}			}			Vector3 v = transform.position;			v.y = Mathf.Clamp(v.y, Mathf.Min(lastHitY, hitY), float.MaxValue);			transform.position = v;			bone.bone.X = transform.localPosition.x / hierarchy.PositionScale;			bone.bone.Y = transform.localPosition.y / hierarchy.PositionScale;			lastHitY = hitY;		}		void OnDrawGizmos () {			Vector3 hitEnd = rayOrigin + (rayDir * Mathf.Min(castDistance, rayOrigin.y - hitY));			Vector3 clearEnd = rayOrigin + (rayDir * castDistance);			Gizmos.DrawLine(rayOrigin, hitEnd);			if (useRadius) {				Gizmos.DrawLine(new Vector3(hitEnd.x - castRadius, hitEnd.y - groundOffset, hitEnd.z), new Vector3(hitEnd.x + castRadius, hitEnd.y - groundOffset, hitEnd.z));				Gizmos.DrawLine(new Vector3(clearEnd.x - castRadius, clearEnd.y, clearEnd.z), new Vector3(clearEnd.x + castRadius, clearEnd.y, clearEnd.z));			}			Gizmos.color = Color.red;			Gizmos.DrawLine(hitEnd, clearEnd);		}	}}
 |