161 lines
7.2 KiB
C#

/******************************************************************************
* 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 UnityEditor;
using UnityEngine;
namespace Spine.Unity.Editor {
[CustomEditor(typeof(BoneFollower))]
public class BoneFollowerInspector : UnityEditor.Editor {
SerializedProperty boneName, skeletonRenderer, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
BoneFollower targetBoneFollower;
bool needsReset;
void OnEnable () {
skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
boneName = serializedObject.FindProperty("boneName");
followBoneRotation = serializedObject.FindProperty("followBoneRotation");
followZPosition = serializedObject.FindProperty("followZPosition");
followLocalScale = serializedObject.FindProperty("followLocalScale");
followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
targetBoneFollower = (BoneFollower)target;
if (targetBoneFollower.SkeletonRenderer != null)
targetBoneFollower.SkeletonRenderer.Initialize(false);
}
public void OnSceneGUI () {
if (targetBoneFollower == null) return;
var skeletonRendererComponent = targetBoneFollower.skeletonRenderer;
if (skeletonRendererComponent == null) return;
var transform = skeletonRendererComponent.transform;
var skeleton = skeletonRendererComponent.skeleton;
if (string.IsNullOrEmpty(targetBoneFollower.boneName)) {
SpineHandles.DrawBones(transform, skeleton);
SpineHandles.DrawBoneNames(transform, skeleton);
Handles.Label(targetBoneFollower.transform.position, "No bone selected", EditorStyles.helpBox);
} else {
var targetBone = targetBoneFollower.bone;
if (targetBone == null) return;
SpineHandles.DrawBoneWireframe(transform, targetBone, SpineHandles.TransformContraintColor);
Handles.Label(targetBone.GetWorldPosition(transform), targetBone.Data.Name, SpineHandles.BoneNameStyle);
}
}
#region Context Menu Item
[MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject")]
static void AddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
var go = new GameObject("BoneFollower");
var t = go.transform;
t.SetParent(skeletonRenderer.transform);
t.localPosition = Vector3.zero;
var f = go.AddComponent<BoneFollower>();
f.skeletonRenderer = skeletonRenderer;
EditorGUIUtility.PingObject(t);
Undo.RegisterCreatedObjectUndo(go, "Add BoneFollower");
}
// Validate
[MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject", true)]
static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
return skeletonRenderer.valid;
}
#endregion
override public void OnInspectorGUI () {
if (needsReset) {
targetBoneFollower.Initialize();
targetBoneFollower.LateUpdate();
needsReset = false;
SceneView.RepaintAll();
}
serializedObject.Update();
// Find Renderer
if (skeletonRenderer.objectReferenceValue == null) {
SkeletonRenderer parentRenderer = targetBoneFollower.GetComponentInParent<SkeletonRenderer>();
if (parentRenderer != null && parentRenderer.gameObject != targetBoneFollower.gameObject) {
skeletonRenderer.objectReferenceValue = parentRenderer;
Debug.Log("Inspector automatically assigned BoneFollower.SkeletonRenderer");
}
}
EditorGUILayout.PropertyField(skeletonRenderer);
var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (skeletonRendererReference != null) {
if (skeletonRendererReference.gameObject == targetBoneFollower.gameObject) {
skeletonRenderer.objectReferenceValue = null;
EditorUtility.DisplayDialog("Invalid assignment.", "BoneFollower can only follow a skeleton on a separate GameObject.\n\nCreate a new GameObject for your BoneFollower, or choose a SkeletonRenderer from a different GameObject.", "Ok");
}
}
if (targetBoneFollower.valid) {
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(boneName);
if (EditorGUI.EndChangeCheck()) {
serializedObject.ApplyModifiedProperties();
needsReset = true;
serializedObject.Update();
}
EditorGUILayout.PropertyField(followBoneRotation);
EditorGUILayout.PropertyField(followZPosition);
EditorGUILayout.PropertyField(followLocalScale);
EditorGUILayout.PropertyField(followSkeletonFlip);
} else {
var boneFollowerSkeletonRenderer = targetBoneFollower.skeletonRenderer;
if (boneFollowerSkeletonRenderer == null) {
EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonAnimator).", MessageType.Warning);
} else {
boneFollowerSkeletonRenderer.Initialize(false);
if (boneFollowerSkeletonRenderer.skeletonDataAsset == null)
EditorGUILayout.HelpBox("Assigned SkeletonRenderer does not have SkeletonData assigned to it.", MessageType.Warning);
if (!boneFollowerSkeletonRenderer.valid)
EditorGUILayout.HelpBox("Assigned SkeletonRenderer is invalid. Check target SkeletonRenderer, its SkeletonDataAsset or the console for other errors.", MessageType.Warning);
}
}
var current = UnityEngine.Event.current;
bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
if (serializedObject.ApplyModifiedProperties() || wasUndo)
targetBoneFollower.Initialize();
}
}
}