三国卡牌客户端基础资源仓库
yyl
2025-09-09 72bc19c69a767b451d51471b4895d7839b68da33
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software or
 * otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 THE
 * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
 
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
 
using UnityEngine;
 
namespace Spine.Unity.Examples {
 
#if NEW_PREFAB_SYSTEM
    [ExecuteAlways]
#else
    [ExecuteInEditMode]
#endif
    [RequireComponent(typeof(SkeletonUtilityBone))]
    public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
 
        [Tooltip("LayerMask for what objects to raycast against")]
        public LayerMask groundMask;
        [Tooltip("Use 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;
 
        Vector3 rayOrigin;
        Vector3 rayDir = new Vector3(0, -1, 0);
        float hitY;
        float lastHitY;
 
        protected override void OnEnable () {
            base.OnEnable();
            lastHitY = transform.position.y;
        }
 
        public override void DoUpdate () {
            rayOrigin = transform.position + new Vector3(castOffset, castDistance, 0);
 
            float positionScale = hierarchy.PositionScale;
            float adjustDistanceThisFrame = adjustSpeed * positionScale * Time.deltaTime;
            hitY = float.MinValue;
            if (use2D) {
                RaycastHit2D hit;
 
                if (useRadius)
                    hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);
                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, adjustDistanceThisFrame);
                } else {
                    if (Application.isPlaying)
                        hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
                }
            } 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, adjustDistanceThisFrame);
 
                } else {
                    if (Application.isPlaying)
                        hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
                }
            }
 
            Vector3 v = transform.position;
            v.y = Mathf.Clamp(v.y, Mathf.Min(lastHitY, hitY), float.MaxValue);
            transform.position = v;
 
            bone.bone.X = transform.localPosition.x / hierarchy.PositionScale;
            bone.bone.Y = transform.localPosition.y / hierarchy.PositionScale;
 
            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);
        }
    }
 
}