Merge pull request #288 from Fenrisul/master

SkeletonUtilityGroundConstraint updated
This commit is contained in:
Nathan Sweet 2014-09-14 23:30:01 +02:00
commit 7c04ec8db0

View File

@ -4,12 +4,27 @@ using System.Collections;
[RequireComponent(typeof(SkeletonUtilityBone)), ExecuteInEditMode]
public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
[Tooltip("LayerMask for what objects to raycast against")]
public LayerMask groundMask;
public bool use2D = true;
[Tooltip("The 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 ()
{
@ -23,35 +38,76 @@ public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
public override void DoUpdate()
{
rayOrigin = transform.position + new Vector3(0,castDistance,0);
rayOrigin = transform.position + new Vector3(castOffset,castDistance,0);
hitY = float.MinValue;
if(use2D){
RaycastHit2D hit = Physics2D.Raycast(rayOrigin , rayDir, castDistance, groundMask);
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;
hitY = hit.point.y + groundOffset;
if(Application.isPlaying){
hitY = Mathf.MoveTowards( lastHitY, hitY, adjustSpeed * Time.deltaTime );
}
}
else{
if(Application.isPlaying)
hitY = Mathf.MoveTowards( lastHitY, transform.position.y, adjustSpeed * Time.deltaTime );
}
}
else{
RaycastHit hit;
if(Physics.Raycast( rayOrigin, rayDir, out hit, castDistance, groundMask)){
hitY = hit.point.y;
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, adjustSpeed * Time.deltaTime );
}
}
else{
if(Application.isPlaying)
hitY = Mathf.MoveTowards( lastHitY, transform.position.y, adjustSpeed * Time.deltaTime );
}
}
Vector3 v = transform.position;
v.y = Mathf.Clamp(v.y, hitY, float.MaxValue);
v.y = Mathf.Clamp(v.y, Mathf.Min(lastHitY, hitY), float.MaxValue);
transform.position = v;
utilBone.bone.X = transform.localPosition.x;
utilBone.bone.Y = transform.localPosition.y;
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);
}