mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-14 19:11:36 +08:00
156 lines
5.6 KiB
C#
156 lines
5.6 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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namespace Spine.Unity.Modules {
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[RequireComponent(typeof(SkeletonUtilityBone)), ExecuteInEditMode]
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public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
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#if UNITY_4_3
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public LayerMask groundMask;
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public bool use2D = false;
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public bool useRadius = false;
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public float castRadius = 0.1f;
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public float castDistance = 5f;
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public float castOffset = 0;
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public float groundOffset = 0;
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public float adjustSpeed = 5;
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#else
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[Tooltip("LayerMask for what objects to raycast against")]
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public LayerMask groundMask;
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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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[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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#endif
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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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protected override void OnDisable () {
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base.OnDisable();
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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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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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#if UNITY_4_3
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//NOTE: Unity 4.3.x does not have CircleCast
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hit = Physics2D.Raycast(rayOrigin , rayDir, castDistance + groundOffset, groundMask);
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#else
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hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);
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#endif
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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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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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} 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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} 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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}
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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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} 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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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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utilBone.bone.X = transform.localPosition.x;
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utilBone.bone.Y = transform.localPosition.y;
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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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