提交Spine插件
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102
Assets/Spine Examples/Scripts/RaggedySpineboy.cs
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102
Assets/Spine Examples/Scripts/RaggedySpineboy.cs
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class RaggedySpineboy : MonoBehaviour {
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public LayerMask groundMask;
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public float restoreDuration = 0.5f;
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public Vector2 launchVelocity = new Vector2(50,100);
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Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
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Collider2D naturalCollider;
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void Start () {
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ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
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naturalCollider = GetComponent<Collider2D>();
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}
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void AddRigidbody () {
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var rb = gameObject.AddComponent<Rigidbody2D>();
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rb.freezeRotation = true;
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naturalCollider.enabled = true;
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}
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void RemoveRigidbody () {
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Destroy(GetComponent<Rigidbody2D>());
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naturalCollider.enabled = false;
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}
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void OnMouseUp () {
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if (naturalCollider.enabled)
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Launch();
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}
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void Launch () {
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RemoveRigidbody();
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ragdoll.Apply();
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ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
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StartCoroutine(WaitUntilStopped());
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}
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IEnumerator Restore () {
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Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
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Vector3 rbPosition = ragdoll.RootRigidbody.position;
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Vector3 skeletonPoint = estimatedPos;
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RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
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if (hit.collider != null)
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skeletonPoint = hit.point;
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ragdoll.RootRigidbody.isKinematic = true;
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ragdoll.SetSkeletonPosition(skeletonPoint);
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yield return ragdoll.SmoothMix(0, restoreDuration);
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ragdoll.Remove();
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AddRigidbody();
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}
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IEnumerator WaitUntilStopped () {
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yield return new WaitForSeconds(0.5f);
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float t = 0;
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while (t < 0.5f) {
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t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
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yield return null;
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}
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StartCoroutine(Restore());
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}
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}
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}
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