/****************************************************************************** * 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. *****************************************************************************/ using Spine.Unity; using System.Collections; using UnityEngine; 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.Examples.SkeletonRagdoll2D ragdoll; Collider2D naturalCollider; void Start () { ragdoll = GetComponent(); naturalCollider = GetComponent(); } void AddRigidbody () { Rigidbody2D rb = gameObject.AddComponent(); rb.freezeRotation = true; 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 new WaitForSeconds(0.5f); float t = 0; while (t < 0.5f) { t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime; yield return null; } StartCoroutine(Restore()); } } }