WXMC/.svn/pristine/e0/e08f4e2fb1510db29090ef67089fc50772e294f3.svn-base
2024-12-04 16:18:46 +08:00

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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);
}
}
}