[Unity] Remove dynamic meshes in prefabs by default.

This commit is contained in:
pharan 2016-05-12 13:31:25 +08:00
parent 655708718b
commit 4a36a95f06
3 changed files with 60 additions and 64 deletions

View File

@ -28,7 +28,6 @@
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using UnityEditor;
using UnityEngine;
using Spine;
@ -38,7 +37,6 @@ namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonAnimation))]
public class SkeletonAnimationInspector : SkeletonRendererInspector {
protected SerializedProperty animationName, loop, timeScale, autoReset;
protected bool m_isPrefab;
protected bool wasAnimationNameChanged;
protected override void OnEnable () {
@ -46,9 +44,6 @@ namespace Spine.Unity.Editor {
animationName = serializedObject.FindProperty("_animationName");
loop = serializedObject.FindProperty("loop");
timeScale = serializedObject.FindProperty("timeScale");
if (PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab)
m_isPrefab = true;
}
protected override void DrawInspectorGUI () {
@ -58,55 +53,55 @@ namespace Spine.Unity.Editor {
if (!component.valid)
return;
if (wasAnimationNameChanged) {
if (!Application.isPlaying) {
if (component.state != null) component.state.ClearTrack(0);
component.skeleton.SetToSetupPose();
if (!isInspectingPrefab) {
if (wasAnimationNameChanged) {
if (!Application.isPlaying) {
if (component.state != null) component.state.ClearTrack(0);
component.skeleton.SetToSetupPose();
}
Spine.Animation animationToUse = component.skeleton.Data.FindAnimation(animationName.stringValue);
if (!Application.isPlaying) {
if (animationToUse != null) animationToUse.Apply(component.skeleton, 0f, 0f, false, null);
component.Update();
component.LateUpdate();
SceneView.RepaintAll();
} else {
if (animationToUse != null)
component.state.SetAnimation(0, animationToUse, loop.boolValue);
else
component.state.ClearTrack(0);
}
wasAnimationNameChanged = false;
}
Spine.Animation animationToUse = component.skeleton.Data.FindAnimation(animationName.stringValue);
if (!Application.isPlaying) {
if (animationToUse != null) animationToUse.Apply(component.skeleton, 0f, 0f, false, null);
component.Update();
component.LateUpdate();
SceneView.RepaintAll();
} else {
if (animationToUse != null)
component.state.SetAnimation(0, animationToUse, loop.boolValue);
else
component.state.ClearTrack(0);
}
wasAnimationNameChanged = false;
}
// Reflect animationName serialized property in the inspector even if SetAnimation API was used.
if (Application.isPlaying) {
TrackEntry current = component.state.GetCurrent(0);
if (current != null) {
if (component.AnimationName != animationName.stringValue) {
animationName.stringValue = current.Animation.Name;
// Reflect animationName serialized property in the inspector even if SetAnimation API was used.
if (Application.isPlaying) {
TrackEntry current = component.state.GetCurrent(0);
if (current != null) {
if (component.AnimationName != animationName.stringValue)
animationName.stringValue = current.Animation.Name;
}
}
}
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(animationName);
wasAnimationNameChanged |= EditorGUI.EndChangeCheck();
wasAnimationNameChanged |= EditorGUI.EndChangeCheck(); // Value used in the next update.
EditorGUILayout.PropertyField(loop);
EditorGUILayout.PropertyField(timeScale);
component.timeScale = Math.Max(component.timeScale, 0);
component.timeScale = Mathf.Max(component.timeScale, 0);
EditorGUILayout.Space();
if (!m_isPrefab) {
if (!isInspectingPrefab) {
if (component.GetComponent<SkeletonUtility>() == null) {
if (GUILayout.Button(new GUIContent("Add Skeleton Utility", SpineEditorUtilities.Icons.skeletonUtility), GUILayout.Height(30))) {
if (GUILayout.Button(new GUIContent("Add Skeleton Utility", SpineEditorUtilities.Icons.skeletonUtility), GUILayout.Height(30)))
component.gameObject.AddComponent<SkeletonUtility>();
}
}
}
}

View File

@ -2,7 +2,6 @@
* SkeletonAnimatorInspector created by Mitch Thompson
* Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/
using System;
using UnityEditor;
using UnityEngine;
@ -10,27 +9,21 @@ namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonAnimator))]
public class SkeletonAnimatorInspector : SkeletonRendererInspector {
protected SerializedProperty layerMixModes;
protected bool isPrefab;
protected override void OnEnable () {
base.OnEnable();
layerMixModes = serializedObject.FindProperty("layerMixModes");
if (PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab)
isPrefab = true;
}
protected override void DrawInspectorGUI () {
base.DrawInspectorGUI();
EditorGUILayout.PropertyField(layerMixModes, true);
SkeletonAnimator component = (SkeletonAnimator)target;
var component = (SkeletonAnimator)target;
if (!component.valid)
return;
EditorGUILayout.Space();
if (!isPrefab) {
if (!isInspectingPrefab) {
if (component.GetComponent<SkeletonUtility>() == null) {
if (GUILayout.Button(new GUIContent("Add Skeleton Utility", SpineEditorUtilities.Icons.skeletonUtility), GUILayout.Height(30))) {
component.gameObject.AddComponent<SkeletonUtility>();

View File

@ -28,6 +28,7 @@
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#define NO_PREFAB_MESH
using System;
using UnityEditor;
@ -38,12 +39,14 @@ namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonRenderer))]
public class SkeletonRendererInspector : UnityEditor.Editor {
protected static bool advancedFoldout;
protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, separatorSlotNames, front, zSpacing;
protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, separatorSlotNames, frontFacing, zSpacing;
protected SpineInspectorUtility.SerializedSortingProperties sortingProperties;
protected bool isInspectingPrefab;
protected MeshFilter meshFilter;
protected virtual void OnEnable () {
isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
SpineEditorUtilities.ConfirmInitialization();
skeletonDataAsset = serializedObject.FindProperty("skeletonDataAsset");
initialSkinName = serializedObject.FindProperty("initialSkinName");
@ -54,7 +57,7 @@ namespace Spine.Unity.Editor {
separatorSlotNames = serializedObject.FindProperty("separatorSlotNames");
separatorSlotNames.isExpanded = true;
front = serializedObject.FindProperty("frontFacing");
frontFacing = serializedObject.FindProperty("frontFacing");
zSpacing = serializedObject.FindProperty("zSpacing");
var renderer = ((SkeletonRenderer)target).GetComponent<Renderer>();
@ -63,16 +66,17 @@ namespace Spine.Unity.Editor {
protected virtual void DrawInspectorGUI () {
SkeletonRenderer component = (SkeletonRenderer)target;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(skeletonDataAsset);
float reloadWidth = GUI.skin.label.CalcSize(new GUIContent("Reload")).x + 20;
if (GUILayout.Button("Reload", GUILayout.Width(reloadWidth))) {
const string ReloadButtonLabel = "Reload";
float reloadWidth = GUI.skin.label.CalcSize(new GUIContent(ReloadButtonLabel)).x + 20;
if (GUILayout.Button(ReloadButtonLabel, GUILayout.Width(reloadWidth))) {
if (component.skeletonDataAsset != null) {
foreach (AtlasAsset aa in component.skeletonDataAsset.atlasAssets) {
if (aa != null)
aa.Reset();
}
component.skeletonDataAsset.Reset();
}
component.Initialize(true);
@ -86,6 +90,14 @@ namespace Spine.Unity.Editor {
return;
}
#if NO_PREFAB_MESH
if (meshFilter == null)
meshFilter = component.GetComponent<MeshFilter>();
if (isInspectingPrefab)
meshFilter.sharedMesh = null;
#endif
// Initial skin name.
{
String[] skins = new String[component.skeleton.Data.Skins.Count];
@ -96,7 +108,6 @@ namespace Spine.Unity.Editor {
if (skinNameString == initialSkinName.stringValue)
skinIndex = i;
}
skinIndex = EditorGUILayout.Popup("Initial Skin", skinIndex, skins);
initialSkinName.stringValue = skins[skinIndex];
}
@ -113,7 +124,7 @@ namespace Spine.Unity.Editor {
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
EditorGUI.indentLevel++;
advancedFoldout = EditorGUILayout.Foldout(advancedFoldout, "Advanced");
if(advancedFoldout) {
if (advancedFoldout) {
EditorGUI.indentLevel++;
SeparatorsField(separatorSlotNames);
EditorGUILayout.PropertyField(meshes,
@ -126,30 +137,27 @@ namespace Spine.Unity.Editor {
const float MaxZSpacing = 0f;
EditorGUILayout.Slider(zSpacing, MinZSpacing, MaxZSpacing);
// Optional fields. May be disabled in SkeletonRenderer.
if (normals != null) {
EditorGUILayout.PropertyField(normals);
EditorGUILayout.PropertyField(tangents);
}
if (frontFacing != null)
EditorGUILayout.PropertyField(frontFacing);
if (front != null) {
EditorGUILayout.PropertyField(front);
}
EditorGUI.indentLevel--;
}
EditorGUI.indentLevel--;
}
}
}
public static void SeparatorsField (SerializedProperty separatorSlotNames) {
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
if (separatorSlotNames.isExpanded) {
if (separatorSlotNames.isExpanded)
EditorGUILayout.PropertyField(separatorSlotNames, includeChildren: true);
} else {
else
EditorGUILayout.PropertyField(separatorSlotNames, new GUIContent(separatorSlotNames.displayName + string.Format(" [{0}]", separatorSlotNames.arraySize)), includeChildren: true);
}
}
}