141 lines
5.2 KiB
Plaintext
141 lines
5.2 KiB
Plaintext
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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using UnityEngine;
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namespace Spine.Unity.Examples {
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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#else
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[ExecuteInEditMode]
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#endif
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[RequireComponent(typeof(SkeletonUtilityBone))]
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public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
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[Tooltip("LayerMask for what objects to raycast against")]
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public LayerMask groundMask;
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[Tooltip("Use 2D")]
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public bool use2D = false;
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[Tooltip("Uses SphereCast for 3D mode and CircleCast for 2D mode")]
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public bool useRadius = false;
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[Tooltip("The Radius")]
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public float castRadius = 0.1f;
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[Tooltip("How high above the target bone to begin casting from")]
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public float castDistance = 5f;
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[Tooltip("X-Axis adjustment")]
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public float castOffset = 0;
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[Tooltip("Y-Axis adjustment")]
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public float groundOffset = 0;
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[Tooltip("How fast the target IK position adjusts to the ground. Use smaller values to prevent snapping")]
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public float adjustSpeed = 5;
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Vector3 rayOrigin;
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Vector3 rayDir = new Vector3(0, -1, 0);
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float hitY;
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float lastHitY;
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protected override void OnEnable () {
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base.OnEnable();
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lastHitY = transform.position.y;
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}
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public override void DoUpdate () {
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rayOrigin = transform.position + new Vector3(castOffset, castDistance, 0);
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float positionScale = hierarchy.PositionScale;
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float adjustDistanceThisFrame = adjustSpeed * positionScale * Time.deltaTime;
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hitY = float.MinValue;
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if (use2D) {
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RaycastHit2D hit;
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if (useRadius)
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hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);
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else
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hit = Physics2D.Raycast(rayOrigin, rayDir, castDistance + groundOffset, groundMask);
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if (hit.collider != null) {
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hitY = hit.point.y + groundOffset;
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if (Application.isPlaying)
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hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);
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} else {
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if (Application.isPlaying)
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hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
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}
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} else {
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RaycastHit hit;
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bool validHit = false;
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if (useRadius)
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validHit = Physics.SphereCast(rayOrigin, castRadius, rayDir, out hit, castDistance + groundOffset, groundMask);
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else
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validHit = Physics.Raycast(rayOrigin, rayDir, out hit, castDistance + groundOffset, groundMask);
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if (validHit) {
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hitY = hit.point.y + groundOffset;
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if (Application.isPlaying)
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hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);
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} else {
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if (Application.isPlaying)
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hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
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}
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}
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Vector3 v = transform.position;
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v.y = Mathf.Clamp(v.y, Mathf.Min(lastHitY, hitY), float.MaxValue);
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transform.position = v;
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bone.bone.X = transform.localPosition.x / hierarchy.PositionScale;
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bone.bone.Y = transform.localPosition.y / hierarchy.PositionScale;
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lastHitY = hitY;
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}
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void OnDrawGizmos () {
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Vector3 hitEnd = rayOrigin + (rayDir * Mathf.Min(castDistance, rayOrigin.y - hitY));
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Vector3 clearEnd = rayOrigin + (rayDir * castDistance);
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Gizmos.DrawLine(rayOrigin, hitEnd);
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if (useRadius) {
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Gizmos.DrawLine(new Vector3(hitEnd.x - castRadius, hitEnd.y - groundOffset, hitEnd.z), new Vector3(hitEnd.x + castRadius, hitEnd.y - groundOffset, hitEnd.z));
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Gizmos.DrawLine(new Vector3(clearEnd.x - castRadius, clearEnd.y, clearEnd.z), new Vector3(clearEnd.x + castRadius, clearEnd.y, clearEnd.z));
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}
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Gizmos.color = Color.red;
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Gizmos.DrawLine(hitEnd, clearEnd);
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}
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}
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}
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