提交Spine插件
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Assets/Spine Examples/Scripts/SpineboyFootplanter.cs
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Assets/Spine Examples/Scripts/SpineboyFootplanter.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 System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Spine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class SpineboyFootplanter : MonoBehaviour {
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public float timeScale = 0.5f;
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[SpineBone] public string nearBoneName, farBoneName;
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[Header("Settings")]
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public Vector2 footSize;
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public float footRayRaise = 2f;
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public float comfyDistance = 1f;
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public float centerOfGravityXOffset = -0.25f;
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public float feetTooFarApartThreshold = 3f;
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public float offBalanceThreshold = 1.4f;
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public float minimumSpaceBetweenFeet = 0.5f;
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public float maxNewStepDisplacement = 2f;
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public float shuffleDistance = 1f;
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public float baseLerpSpeed = 3.5f;
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public FootMovement forward, backward;
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[Header("Debug")]
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[SerializeField] float balance;
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[SerializeField] float distanceBetweenFeet;
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[SerializeField] protected Foot nearFoot, farFoot;
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Skeleton skeleton;
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Bone nearFootBone, farFootBone;
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[System.Serializable]
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public class FootMovement {
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public AnimationCurve xMoveCurve;
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public AnimationCurve raiseCurve;
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public float maxRaise;
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public float minDistanceCompensate;
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public float maxDistanceCompensate;
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}
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[System.Serializable]
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public class Foot {
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public Vector2 worldPos;
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public float displacementFromCenter;
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public float distanceFromCenter;
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[Space]
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public float lerp;
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public Vector2 worldPosPrev;
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public Vector2 worldPosNext;
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public bool IsStepInProgress { get { return lerp < 1f; } }
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public bool IsPrettyMuchDoneStepping { get { return lerp > 0.7f; } }
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public void UpdateDistance (float centerOfGravityX) {
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displacementFromCenter = worldPos.x - centerOfGravityX;
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distanceFromCenter = Mathf.Abs(displacementFromCenter);
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}
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public void StartNewStep (float newDistance, float centerOfGravityX, float tentativeY, float footRayRaise, RaycastHit2D[] hits, Vector2 footSize) {
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lerp = 0f;
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worldPosPrev = worldPos;
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float newX = centerOfGravityX - newDistance;
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Vector2 origin = new Vector2(newX, tentativeY + footRayRaise);
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//int hitCount = Physics2D.BoxCastNonAlloc(origin, footSize, 0f, Vector2.down, hits);
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int hitCount = Physics2D.BoxCast(origin, footSize, 0f, Vector2.down, new ContactFilter2D { useTriggers = false }, hits);
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worldPosNext = hitCount > 0 ? hits[0].point : new Vector2(newX, tentativeY);
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}
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public void UpdateStepProgress (float deltaTime, float stepSpeed, float shuffleDistance, FootMovement forwardMovement, FootMovement backwardMovement) {
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if (!this.IsStepInProgress)
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return;
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lerp += deltaTime * stepSpeed;
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float strideSignedSize = worldPosNext.x - worldPosPrev.x;
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float strideSign = Mathf.Sign(strideSignedSize);
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float strideSize = (Mathf.Abs(strideSignedSize));
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var movement = strideSign > 0 ? forwardMovement : backwardMovement;
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worldPos.x = Mathf.Lerp(worldPosPrev.x, worldPosNext.x, movement.xMoveCurve.Evaluate(lerp));
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float groundLevel = Mathf.Lerp(worldPosPrev.y, worldPosNext.y, lerp);
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if (strideSize > shuffleDistance) {
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float strideSizeFootRaise = Mathf.Clamp((strideSize * 0.5f), 1f, 2f);
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worldPos.y = groundLevel + (movement.raiseCurve.Evaluate(lerp) * movement.maxRaise * strideSizeFootRaise);
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} else {
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lerp += Time.deltaTime;
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worldPos.y = groundLevel;
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}
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if (lerp > 1f)
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lerp = 1f;
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}
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public static float GetNewDisplacement (float otherLegDisplacementFromCenter, float comfyDistance, float minimumFootDistanceX, float maxNewStepDisplacement, FootMovement forwardMovement, FootMovement backwardMovement) {
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var movement = Mathf.Sign(otherLegDisplacementFromCenter) < 0 ? forwardMovement : backwardMovement;
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float randomCompensate = Random.Range(movement.minDistanceCompensate, movement.maxDistanceCompensate);
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float newDisplacement = (otherLegDisplacementFromCenter * randomCompensate);
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if (Mathf.Abs(newDisplacement) > maxNewStepDisplacement || Mathf.Abs(otherLegDisplacementFromCenter) < minimumFootDistanceX)
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newDisplacement = comfyDistance * Mathf.Sign(newDisplacement) * randomCompensate;
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return newDisplacement;
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}
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}
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public float Balance { get { return balance; } }
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void Start () {
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Time.timeScale = timeScale;
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var tpos = transform.position;
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// Default starting positions.
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nearFoot.worldPos = tpos;
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nearFoot.worldPos .x -= comfyDistance;
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nearFoot.worldPosPrev = nearFoot.worldPosNext = nearFoot.worldPos;
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farFoot.worldPos = tpos;
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farFoot.worldPos.x += comfyDistance;
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farFoot.worldPosPrev = farFoot.worldPosNext = farFoot.worldPos;
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var skeletonAnimation = GetComponent<SkeletonAnimation>();
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skeleton = skeletonAnimation.Skeleton;
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skeletonAnimation.UpdateLocal += UpdateLocal;
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nearFootBone = skeleton.FindBone(nearBoneName);
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farFootBone = skeleton.FindBone(farBoneName);
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nearFoot.lerp = 1f;
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farFoot.lerp = 1f;
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}
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RaycastHit2D[] hits = new RaycastHit2D[1];
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private void UpdateLocal (ISkeletonAnimation animated) {
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Transform thisTransform = transform;
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Vector2 thisTransformPosition = thisTransform.position;
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float centerOfGravityX = thisTransformPosition.x + centerOfGravityXOffset;
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nearFoot.UpdateDistance(centerOfGravityX);
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farFoot.UpdateDistance(centerOfGravityX);
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balance = nearFoot.displacementFromCenter + farFoot.displacementFromCenter;
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distanceBetweenFeet = Mathf.Abs(nearFoot.worldPos.x - farFoot.worldPos.x);
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// Detect time to make a new step
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bool isTooOffBalance = Mathf.Abs(balance) > offBalanceThreshold;
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bool isFeetTooFarApart = distanceBetweenFeet > feetTooFarApartThreshold;
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bool timeForNewStep = isFeetTooFarApart || isTooOffBalance;
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if (timeForNewStep) {
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// Choose which foot to use for next step.
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Foot stepFoot, otherFoot;
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bool stepLegIsNearLeg = nearFoot.distanceFromCenter > farFoot.distanceFromCenter;
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if (stepLegIsNearLeg) {
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stepFoot = nearFoot;
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otherFoot = farFoot;
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} else {
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stepFoot = farFoot;
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otherFoot = nearFoot;
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}
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// Start a new step.
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if (!stepFoot.IsStepInProgress && otherFoot.IsPrettyMuchDoneStepping) {
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float newDisplacement = Foot.GetNewDisplacement(otherFoot.displacementFromCenter, comfyDistance, minimumSpaceBetweenFeet, maxNewStepDisplacement, forward, backward);
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stepFoot.StartNewStep(newDisplacement, centerOfGravityX, thisTransformPosition.y, footRayRaise, hits, footSize);
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}
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}
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float deltaTime = Time.deltaTime;
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float stepSpeed = baseLerpSpeed;
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stepSpeed += (Mathf.Abs(balance) - 0.6f) * 2.5f;
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// Animate steps that are in progress.
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nearFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
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farFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
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nearFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(nearFoot.worldPos));
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farFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(farFoot.worldPos));
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}
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void OnDrawGizmos () {
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if (Application.isPlaying) {
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const float Radius = 0.15f;
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Gizmos.color = Color.green;
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Gizmos.DrawSphere(nearFoot.worldPos, Radius);
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Gizmos.DrawWireSphere(nearFoot.worldPosNext, Radius);
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Gizmos.color = Color.magenta;
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Gizmos.DrawSphere(farFoot.worldPos, Radius);
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Gizmos.DrawWireSphere(farFoot.worldPosNext, Radius);
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}
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}
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}
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}
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