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- /******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
- * USE, DATA, OR PROFITS) 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;
- using Spine.Unity;
- namespace Spine.Unity.Examples {
- public class RaggedySpineboy : MonoBehaviour {
- public LayerMask groundMask;
- public float restoreDuration = 0.5f;
- public Vector2 launchVelocity = new Vector2(50,100);
- Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
- Collider2D naturalCollider;
- void Start () {
- ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
- naturalCollider = GetComponent<Collider2D>();
- }
- void AddRigidbody () {
- var rb = gameObject.AddComponent<Rigidbody2D>();
- rb.freezeRotation = true;
- naturalCollider.enabled = true;
- }
- void RemoveRigidbody () {
- Destroy(GetComponent<Rigidbody2D>());
- naturalCollider.enabled = false;
- }
- 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) {
- t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
- yield return null;
- }
- StartCoroutine(Restore());
- }
- }
- }
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