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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Add PointFollower editor conveniences.
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spine-unity/Assets/spine-unity/Editor/PointFollowerEditor.cs
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188
spine-unity/Assets/spine-unity/Editor/PointFollowerEditor.cs
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/******************************************************************************
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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 UnityEditor;
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using UnityEngine;
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namespace Spine.Unity.Editor {
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using Editor = UnityEditor.Editor;
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using Event = UnityEngine.Event;
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[CustomEditor(typeof(PointFollower)), CanEditMultipleObjects]
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public class PointFollowerEditor : Editor {
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SerializedProperty slotName, pointAttachmentName, skeletonRenderer, followZPosition, followBoneRotation, followSkeletonFlip;
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PointFollower targetPointFollower;
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bool needsReset;
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#region Context Menu Item
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[MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject")]
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static void AddBoneFollowerGameObject (MenuCommand cmd) {
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var skeletonRenderer = cmd.context as SkeletonRenderer;
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var go = new GameObject("PointFollower");
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var t = go.transform;
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t.SetParent(skeletonRenderer.transform);
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t.localPosition = Vector3.zero;
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var f = go.AddComponent<PointFollower>();
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f.skeletonRenderer = skeletonRenderer;
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EditorGUIUtility.PingObject(t);
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Undo.RegisterCreatedObjectUndo(go, "Add PointFollower");
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}
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// Validate
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[MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject", true)]
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static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
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var skeletonRenderer = cmd.context as SkeletonRenderer;
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return skeletonRenderer.valid;
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}
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#endregion
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void OnEnable () {
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skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
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slotName = serializedObject.FindProperty("slotName");
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pointAttachmentName = serializedObject.FindProperty("pointAttachmentName");
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targetPointFollower = (PointFollower)target;
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if (targetPointFollower.skeletonRenderer != null)
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targetPointFollower.skeletonRenderer.Initialize(false);
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if (!targetPointFollower.IsValid || needsReset) {
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targetPointFollower.Initialize();
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targetPointFollower.LateUpdate();
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needsReset = false;
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SceneView.RepaintAll();
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}
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}
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public void OnSceneGUI () {
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var tbf = target as PointFollower;
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var skeletonRendererComponent = tbf.skeletonRenderer;
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if (skeletonRendererComponent == null)
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return;
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var skeleton = skeletonRendererComponent.skeleton;
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var skeletonTransform = skeletonRendererComponent.transform;
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if (string.IsNullOrEmpty(pointAttachmentName.stringValue)) {
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// Draw all active PointAttachments in the current skin
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var currentSkin = skeleton.Skin;
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if (currentSkin != skeleton.Data.DefaultSkin) DrawPointsInSkin(skeleton.Data.DefaultSkin, skeleton, skeletonTransform);
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if (currentSkin != null) DrawPointsInSkin(currentSkin, skeleton, skeletonTransform);
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} else {
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int slotIndex = skeleton.FindSlotIndex(slotName.stringValue);
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if (slotIndex >= 0) {
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var slot = skeleton.Slots.Items[slotIndex];
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var point = skeleton.GetAttachment(slotIndex, pointAttachmentName.stringValue) as PointAttachment;
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if (point != null) {
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DrawPointAttachmentWithLabel(point, slot.Bone, skeletonTransform);
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}
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}
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}
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}
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static void DrawPointsInSkin (Skin skin, Skeleton skeleton, Transform transform) {
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foreach (var skinEntry in skin.Attachments) {
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var attachment = skinEntry.Value as PointAttachment;
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if (attachment != null) {
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var skinKey = skinEntry.Key;
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var slot = skeleton.Slots.Items[skinKey.slotIndex];
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DrawPointAttachmentWithLabel(attachment, slot.Bone, transform);
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}
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}
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}
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static void DrawPointAttachmentWithLabel (PointAttachment point, Bone bone, Transform transform) {
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Vector3 labelOffset = new Vector3(0f, -0.2f, 0f);
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SpineHandles.DrawPointAttachment(bone, point, transform);
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Handles.Label(labelOffset + point.GetWorldPosition(bone, transform), point.Name, SpineHandles.PointNameStyle);
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}
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override public void OnInspectorGUI () {
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if (serializedObject.isEditingMultipleObjects) {
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if (needsReset) {
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needsReset = false;
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foreach (var o in targets) {
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var bf = (BoneFollower)o;
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bf.Initialize();
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bf.LateUpdate();
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}
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SceneView.RepaintAll();
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}
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EditorGUI.BeginChangeCheck();
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DrawDefaultInspector();
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needsReset |= EditorGUI.EndChangeCheck();
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return;
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}
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if (needsReset && Event.current.type == EventType.Layout) {
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targetPointFollower.Initialize();
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targetPointFollower.LateUpdate();
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needsReset = false;
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SceneView.RepaintAll();
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}
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serializedObject.Update();
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DrawDefaultInspector();
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// Find Renderer
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if (skeletonRenderer.objectReferenceValue == null) {
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SkeletonRenderer parentRenderer = targetPointFollower.GetComponentInParent<SkeletonRenderer>();
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if (parentRenderer != null && parentRenderer.gameObject != targetPointFollower.gameObject) {
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skeletonRenderer.objectReferenceValue = parentRenderer;
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Debug.Log("Inspector automatically assigned PointFollower.SkeletonRenderer");
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}
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}
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var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
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if (skeletonRendererReference != null) {
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if (skeletonRendererReference.gameObject == targetPointFollower.gameObject) {
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skeletonRenderer.objectReferenceValue = null;
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EditorUtility.DisplayDialog("Invalid assignment.", "PointFollower can only follow a skeleton on a separate GameObject.\n\nCreate a new GameObject for your PointFollower, or choose a SkeletonRenderer from a different GameObject.", "Ok");
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}
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}
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if (!targetPointFollower.IsValid) {
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needsReset = true;
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}
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var current = Event.current;
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bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
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if (wasUndo)
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targetPointFollower.Initialize();
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 7c7e838a8ec295a4e9c53602f690f42f
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timeCreated: 1518163038
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1577,6 +1577,7 @@ namespace Spine.Unity.Editor {
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public static Color PathColor { get { return new Color(254/255f, 127/255f, 0); } }
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public static Color TransformContraintColor { get { return new Color(170/255f, 226/255f, 35/255f); } }
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public static Color IkColor { get { return new Color(228/255f,90/255f,43/255f); } }
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public static Color PointColor { get { return new Color(1f, 1f, 0f, 1f); } }
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static Vector3[] _boneMeshVerts = {
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new Vector3(0, 0, 0),
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@ -1677,6 +1678,17 @@ namespace Spine.Unity.Editor {
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}
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}
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static GUIStyle _pointNameStyle;
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public static GUIStyle PointNameStyle {
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get {
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if (_pointNameStyle == null) {
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_pointNameStyle = new GUIStyle(SpineHandles.BoneNameStyle);
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_pointNameStyle.normal.textColor = SpineHandles.PointColor;
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}
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return _pointNameStyle;
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}
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}
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public static void DrawBoneNames (Transform transform, Skeleton skeleton, float positionScale = 1f) {
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GUIStyle style = BoneNameStyle;
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foreach (Bone b in skeleton.Bones) {
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@ -1850,6 +1862,19 @@ namespace Spine.Unity.Editor {
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Handles.DrawLine(lastVert, firstVert);
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}
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public static void DrawPointAttachment (Bone bone, PointAttachment pointAttachment, Transform skeletonTransform) {
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if (bone == null) return;
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if (pointAttachment == null) return;
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Vector2 localPos;
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pointAttachment.ComputeWorldPosition(bone, out localPos.x, out localPos.y);
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float localRotation = pointAttachment.ComputeWorldRotation(bone);
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Matrix4x4 m = Matrix4x4.TRS(localPos, Quaternion.Euler(0, 0, localRotation), Vector3.one) * Matrix4x4.TRS(Vector3.right * 0.25f, Quaternion.identity, Vector3.one);
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DrawBoneCircle(skeletonTransform.TransformPoint(localPos), SpineHandles.PointColor, Vector3.back, 1.3f);
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DrawArrowhead(skeletonTransform.localToWorldMatrix * m);
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}
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public static void DrawConstraints (Transform transform, Skeleton skeleton, float skeletonRenderScale = 1f) {
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Vector3 targetPos;
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Vector3 pos;
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@ -1953,6 +1978,10 @@ namespace Spine.Unity.Editor {
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Graphics.DrawMeshNow(SpineHandles.ArrowheadMesh, Matrix4x4.TRS(pos, Quaternion.Euler(0, 0, localRotation), new Vector3(scale, scale, scale)));
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}
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static void DrawArrowhead (Vector3 pos, Quaternion worldQuaternion) {
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Graphics.DrawMeshNow(SpineHandles.ArrowheadMesh, pos, worldQuaternion, 0);
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}
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static void DrawArrowhead (Matrix4x4 m) {
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var s = SpineHandles.handleScale;
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m.m00 *= s;
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@ -46,10 +46,11 @@ namespace Spine.Unity {
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/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
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SkeletonDataAsset SkeletonDataAsset { get; }
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}
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/// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
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public interface ISkeletonComponent {
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/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
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//[System.Obsolete]
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SkeletonDataAsset SkeletonDataAsset { get; }
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/// <summary>Gets the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary>
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/// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
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AnimationState AnimationState { get; }
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}
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/// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary>
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public interface IHasSkeletonRenderer {
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SkeletonRenderer SkeletonRenderer { get; }
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}
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/// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
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public interface IHasSkeletonComponent {
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ISkeletonComponent SkeletonComponent { get; }
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}
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}
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@ -36,9 +36,11 @@ namespace Spine.Unity {
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/Point Follower")]
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public class PointFollower : MonoBehaviour {
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public class PointFollower : MonoBehaviour, IHasSkeletonRenderer, IHasSkeletonComponent {
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public SkeletonRenderer skeletonRenderer;
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[SerializeField] public SkeletonRenderer skeletonRenderer;
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public SkeletonRenderer SkeletonRenderer { get { return this.skeletonRenderer; } }
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public ISkeletonComponent SkeletonComponent { get { return skeletonRenderer as ISkeletonComponent; } }
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[SpineSlot(dataField:"skeletonRenderer", includeNone: true)]
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public string slotName;
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@ -55,16 +57,7 @@ namespace Spine.Unity {
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PointAttachment point;
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Bone bone;
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bool valid;
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#if UNITY_EDITOR
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void OnValidate () {
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if (skeletonRenderer == null) {
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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if (skeletonRenderer == null)
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skeletonRenderer = GetComponentInParent<SkeletonRenderer>();
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}
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}
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#endif
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public bool IsValid { get { return valid; } }
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public void Initialize () {
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valid = skeletonRenderer != null && skeletonRenderer.valid;
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point = null;
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if (!string.IsNullOrEmpty(pointAttachmentName)) {
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var skeleton = skeletonRenderer.skeleton;
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int slotIndex = skeleton.FindSlotIndex(slotName);
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if (slotIndex >= 0) {
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var slot = skeleton.slots.Items[slotIndex];
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@ -152,22 +152,6 @@ namespace Spine.Unity {
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return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
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}
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/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
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public static Vector3 GetWorldPosition (this PointAttachment attachment, Slot slot, Transform spineGameObjectTransform) {
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Vector3 skeletonSpacePosition;
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skeletonSpacePosition.z = 0;
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attachment.ComputeWorldPosition(slot.bone, out skeletonSpacePosition.x, out skeletonSpacePosition.y);
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return spineGameObjectTransform.TransformPoint(skeletonSpacePosition);
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}
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/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
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public static Vector3 GetWorldPosition (this PointAttachment attachment, Bone bone, Transform spineGameObjectTransform) {
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Vector3 skeletonSpacePosition;
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skeletonSpacePosition.z = 0;
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attachment.ComputeWorldPosition(bone, out skeletonSpacePosition.x, out skeletonSpacePosition.y);
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return spineGameObjectTransform.TransformPoint(skeletonSpacePosition);
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}
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/// <summary>Gets the internal bone matrix as a Unity bonespace-to-skeletonspace transformation matrix.</summary>
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public static Matrix4x4 GetMatrix4x4 (this Bone bone) {
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return new Matrix4x4 {
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@ -281,6 +265,22 @@ namespace Spine.Unity {
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return buffer;
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}
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/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
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public static Vector3 GetWorldPosition (this PointAttachment attachment, Slot slot, Transform spineGameObjectTransform) {
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Vector3 skeletonSpacePosition;
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skeletonSpacePosition.z = 0;
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attachment.ComputeWorldPosition(slot.bone, out skeletonSpacePosition.x, out skeletonSpacePosition.y);
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return spineGameObjectTransform.TransformPoint(skeletonSpacePosition);
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}
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/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
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public static Vector3 GetWorldPosition (this PointAttachment attachment, Bone bone, Transform spineGameObjectTransform) {
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Vector3 skeletonSpacePosition;
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skeletonSpacePosition.z = 0;
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attachment.ComputeWorldPosition(bone, out skeletonSpacePosition.x, out skeletonSpacePosition.y);
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return spineGameObjectTransform.TransformPoint(skeletonSpacePosition);
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}
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#endregion
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}
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}
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