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https://github.com/EsotericSoftware/spine-runtimes.git
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SkeletonUtilityGroundConstraint updated with speed, radius, and offset properties. And tooltips.
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@ -4,12 +4,27 @@ using System.Collections;
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[RequireComponent(typeof(SkeletonUtilityBone)), ExecuteInEditMode]
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[RequireComponent(typeof(SkeletonUtilityBone)), ExecuteInEditMode]
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public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
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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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public LayerMask groundMask;
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public bool use2D = true;
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[Tooltip("The 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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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 rayOrigin;
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Vector3 rayDir = new Vector3(0,-1,0);
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Vector3 rayDir = new Vector3(0,-1,0);
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float hitY;
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float hitY;
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float lastHitY;
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protected override void OnEnable ()
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protected override void OnEnable ()
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{
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{
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@ -23,35 +38,76 @@ public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
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public override void DoUpdate()
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public override void DoUpdate()
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{
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{
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rayOrigin = transform.position + new Vector3(0,castDistance,0);
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rayOrigin = transform.position + new Vector3(castOffset,castDistance,0);
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hitY = float.MinValue;
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hitY = float.MinValue;
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if(use2D){
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if(use2D){
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RaycastHit2D hit = Physics2D.Raycast(rayOrigin , rayDir, castDistance, groundMask);
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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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}
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else{
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hit = Physics2D.Raycast(rayOrigin , rayDir, castDistance + groundOffset, groundMask);
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}
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if(hit.collider != null){
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if(hit.collider != null){
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hitY = hit.point.y;
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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, adjustSpeed * Time.deltaTime );
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}
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}
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else{
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if(Application.isPlaying)
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hitY = Mathf.MoveTowards( lastHitY, transform.position.y, adjustSpeed * Time.deltaTime );
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}
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}
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}
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}
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else{
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else{
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RaycastHit hit;
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RaycastHit hit;
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if(Physics.Raycast( rayOrigin, rayDir, out hit, castDistance, groundMask)){
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bool validHit = false;
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hitY = hit.point.y;
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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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}
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else{
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validHit = Physics.Raycast( rayOrigin, rayDir, out hit, castDistance + groundOffset, groundMask);
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}
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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, adjustSpeed * Time.deltaTime );
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}
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}
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else{
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if(Application.isPlaying)
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hitY = Mathf.MoveTowards( lastHitY, transform.position.y, adjustSpeed * Time.deltaTime );
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}
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}
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}
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}
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Vector3 v = transform.position;
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Vector3 v = transform.position;
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v.y = Mathf.Clamp(v.y, hitY, float.MaxValue);
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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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transform.position = v;
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utilBone.bone.X = transform.localPosition.x;
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utilBone.bone.X = transform.localPosition.x;
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utilBone.bone.Y = transform.localPosition.y;
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utilBone.bone.Y = transform.localPosition.y;
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lastHitY = hitY;
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}
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}
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void OnDrawGizmos(){
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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 hitEnd = rayOrigin + (rayDir * Mathf.Min(castDistance, rayOrigin.y - hitY));
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Vector3 clearEnd = rayOrigin + (rayDir * castDistance);
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Vector3 clearEnd = rayOrigin + (rayDir * castDistance);
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Gizmos.DrawLine(rayOrigin, hitEnd);
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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.color = Color.red;
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Gizmos.DrawLine(hitEnd, clearEnd);
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Gizmos.DrawLine(hitEnd, clearEnd);
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}
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}
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