/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using UnityEngine; using System.Collections; using Spine.Unity; namespace Spine.Unity.Examples { public class RaggedySpineboy : MonoBehaviour { public LayerMask groundMask; public float restoreDuration = 0.5f; public Vector2 launchVelocity = new Vector2(50,100); Spine.Unity.Modules.SkeletonRagdoll2D ragdoll; Collider2D naturalCollider; void Start () { ragdoll = GetComponent(); naturalCollider = GetComponent(); } void AddRigidbody () { var rb = gameObject.AddComponent(); //#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5 rb.freezeRotation = true; //#else //rb.fixedAngle = true; // #endif naturalCollider.enabled = true; } void RemoveRigidbody () { Destroy(GetComponent()); naturalCollider.enabled = false; } void OnMouseUp () { if (naturalCollider.enabled) Launch(); } void Launch () { RemoveRigidbody(); ragdoll.Apply(); ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y); StartCoroutine(WaitUntilStopped()); } IEnumerator Restore () { Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition; Vector3 rbPosition = ragdoll.RootRigidbody.position; Vector3 skeletonPoint = estimatedPos; RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask); if (hit.collider != null) skeletonPoint = hit.point; ragdoll.RootRigidbody.isKinematic = true; ragdoll.SetSkeletonPosition(skeletonPoint); yield return ragdoll.SmoothMix(0, restoreDuration); ragdoll.Remove(); AddRigidbody(); } IEnumerator WaitUntilStopped () { yield return WaitingForSecondConst.WaitMS500; float t = 0; while (t < 0.5f) { t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime; yield return null; } StartCoroutine(Restore()); } } }