using UnityEngine; using System.Collections; [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(); } 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); } }