/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* 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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//#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5
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rb.freezeRotation = true;
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//#else
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//rb.fixedAngle = true;
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// #endif
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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 WaitingForSecondConst.WaitMS500;
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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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