using UnityEngine; using System.Collections; public class RaggedySpineboy : MonoBehaviour { public LayerMask groundMask; public float restoreDuration = 0.5f; public Vector2 launchVelocity = new Vector2(50,100); SkeletonRagdoll2D ragdoll; Collider2D naturalCollider; void Start () { ragdoll = GetComponent(); naturalCollider = GetComponent(); } void AddRigidbody () { var rb = gameObject.AddComponent(); #if UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5 rb.freezeRotation = true; #else rb.fixedAngle = true; #endif naturalCollider.enabled = true; } void RemoveRigidbody () { Destroy(GetComponent()); naturalCollider.enabled = false; } void Update () { } void OnMouseUp () { if (naturalCollider.enabled) { Launch(); } } void Launch () { RemoveRigidbody(); ragdoll.Apply(); ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y); StartCoroutine(WaitUntilStopped()); } IEnumerator Restore () { Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition; Vector3 rbPosition = ragdoll.RootRigidbody.position; Vector3 skeletonPoint = estimatedPos; RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask); if (hit.collider != null) skeletonPoint = hit.point; ragdoll.RootRigidbody.isKinematic = true; ragdoll.SetSkeletonPosition(skeletonPoint); yield return ragdoll.SmoothMix(0, restoreDuration); ragdoll.Remove(); AddRigidbody(); } IEnumerator WaitUntilStopped () { yield return new WaitForSeconds(0.5f); float t = 0; while (t < 0.5f) { if (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) t = 0; else t += Time.deltaTime; yield return null; } StartCoroutine(Restore()); } }