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Merge pull request #288 from Fenrisul/master

SkeletonUtilityGroundConstraint updated
Nathan Sweet 11 gadi atpakaļ
vecāks
revīzija
7c04ec8db0

+ 63 - 7
spine-unity/Assets/spine-unity/SkeletonUtility/SkeletonUtilityGroundConstraint.cs

@@ -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);
 	}