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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.
- *****************************************************************************/
- #if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
- #define NEW_PREFAB_SYSTEM
- #endif
- using 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);
- }
- }
- }
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