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- 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);
- }
- }
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