156 lines
5.6 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
namespace Spine.Unity.Modules {
[RequireComponent(typeof(SkeletonUtilityBone)), ExecuteInEditMode]
public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
#if UNITY_4_3
public LayerMask groundMask;
public bool use2D = false;
public bool useRadius = false;
public float castRadius = 0.1f;
public float castDistance = 5f;
public float castOffset = 0;
public float groundOffset = 0;
public float adjustSpeed = 5;
#else
[Tooltip("LayerMask for what objects to raycast against")]
public LayerMask groundMask;
[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;
#endif
Vector3 rayOrigin;
Vector3 rayDir = new Vector3(0, -1, 0);
float hitY;
float lastHitY;
protected override void OnEnable () {
base.OnEnable();
lastHitY = transform.position.y;
}
protected override void OnDisable () {
base.OnDisable();
}
public override void DoUpdate () {
rayOrigin = transform.position + new Vector3(castOffset, castDistance, 0);
hitY = float.MinValue;
if (use2D) {
RaycastHit2D hit;
if (useRadius) {
#if UNITY_4_3
//NOTE: Unity 4.3.x does not have CircleCast
hit = Physics2D.Raycast(rayOrigin , rayDir, castDistance + groundOffset, groundMask);
#else
hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);
#endif
} else {
hit = Physics2D.Raycast(rayOrigin, rayDir, castDistance + groundOffset, groundMask);
}
if (hit.collider != null) {
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;
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, 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);
}
}
}