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@@ -29,6 +29,10 @@
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// Contributed by: Mitch Thompson
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+#if UNITY_2019_2_OR_NEWER
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+#define HINGE_JOINT_NEW_BEHAVIOUR
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+#endif
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+
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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@@ -158,9 +162,22 @@ namespace Spine.Unity.Examples {
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joint.connectedAnchor = localPos;
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joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
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+
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+ #if HINGE_JOINT_NEW_BEHAVIOUR
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+ float referenceAngle = (rbParent.transform.eulerAngles.z - t.eulerAngles.z + 360f) % 360f;
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+ float minAngle = referenceAngle - rotationLimit;
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+ float maxAngle = referenceAngle + rotationLimit;
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+ if (maxAngle > 180f) {
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+ minAngle -= 360f;
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+ maxAngle -= 360f;
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+ }
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+ #else
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+ float minAngle = - rotationLimit;
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+ float maxAngle = rotationLimit;
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+ #endif
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joint.limits = new JointAngleLimits2D {
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- min = -rotationLimit,
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- max = rotationLimit
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+ min = minAngle,
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+ max = maxAngle
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};
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joint.useLimits = true;
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}
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@@ -284,7 +301,7 @@ namespace Spine.Unity.Examples {
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t.parent = transform;
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t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
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t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
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- t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
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+ t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
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// MITCH: You left "todo: proper ragdoll branching"
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var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
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