/****************************************************************************** * 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); } } }