mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
1508 lines
57 KiB
C#
1508 lines
57 KiB
C#
/******************************************************************************
|
|
* Spine Runtimes Software License
|
|
* Version 2.3
|
|
*
|
|
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
|
|
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
|
|
* OR BUSINESS INTERRUPTION) 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.
|
|
*****************************************************************************/
|
|
#pragma warning disable 0219
|
|
|
|
/*****************************************************************************
|
|
* Spine Editor Utilities created by Mitch Thompson
|
|
* Full irrevocable rights and permissions granted to Esoteric Software
|
|
*****************************************************************************/
|
|
#define SPINE_SKELETONANIMATOR
|
|
using UnityEngine;
|
|
using UnityEditor;
|
|
using System.Collections.Generic;
|
|
using System.IO;
|
|
using System.Text;
|
|
using System.Linq;
|
|
using System.Reflection;
|
|
using Spine;
|
|
|
|
namespace Spine.Unity.Editor {
|
|
|
|
// Analysis disable once ConvertToStaticType
|
|
[InitializeOnLoad]
|
|
public class SpineEditorUtilities : AssetPostprocessor {
|
|
|
|
public static class Icons {
|
|
public static Texture2D skeleton;
|
|
public static Texture2D nullBone;
|
|
public static Texture2D bone;
|
|
public static Texture2D poseBones;
|
|
public static Texture2D boneNib;
|
|
public static Texture2D slot;
|
|
public static Texture2D slotRoot;
|
|
public static Texture2D skinPlaceholder;
|
|
public static Texture2D image;
|
|
public static Texture2D boundingBox;
|
|
public static Texture2D mesh;
|
|
public static Texture2D weights;
|
|
public static Texture2D skin;
|
|
public static Texture2D skinsRoot;
|
|
public static Texture2D animation;
|
|
public static Texture2D animationRoot;
|
|
public static Texture2D spine;
|
|
public static Texture2D _event;
|
|
public static Texture2D constraintNib;
|
|
public static Texture2D warning;
|
|
public static Texture2D skeletonUtility;
|
|
public static Texture2D hingeChain;
|
|
public static Texture2D subMeshRenderer;
|
|
public static Texture2D unityIcon;
|
|
public static Texture2D controllerIcon;
|
|
|
|
internal static Mesh _boneMesh;
|
|
public static Mesh BoneMesh {
|
|
get {
|
|
if (_boneMesh == null) {
|
|
_boneMesh = new Mesh();
|
|
_boneMesh.vertices = new [] {
|
|
new Vector3(0, 0, 0),
|
|
new Vector3(-0.1f, 0.1f, 0),
|
|
new Vector3(0, 1, 0),
|
|
new Vector3(0.1f, 0.1f, 0)
|
|
};
|
|
_boneMesh.uv = new Vector2[4];
|
|
_boneMesh.triangles = new [] { 0, 1, 2, 2, 3, 0 };
|
|
_boneMesh.RecalculateBounds();
|
|
_boneMesh.RecalculateNormals();
|
|
}
|
|
return _boneMesh;
|
|
}
|
|
}
|
|
|
|
internal static Material _boneMaterial;
|
|
public static Material BoneMaterial {
|
|
get {
|
|
if (_boneMaterial == null) {
|
|
#if UNITY_4_3
|
|
_boneMaterial = new Material(Shader.Find("Particles/Alpha Blended"));
|
|
_boneMaterial.SetColor("_TintColor", new Color(0.4f, 0.4f, 0.4f, 0.25f));
|
|
#else
|
|
_boneMaterial = new Material(Shader.Find("Hidden/Spine/Bones"));
|
|
_boneMaterial.SetColor("_Color", new Color(0.4f, 0.4f, 0.4f, 0.25f));
|
|
#endif
|
|
}
|
|
return _boneMaterial;
|
|
}
|
|
}
|
|
|
|
public static void Initialize () {
|
|
skeleton = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-skeleton.png");
|
|
nullBone = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-null.png");
|
|
bone = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-bone.png");
|
|
poseBones = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-poseBones.png");
|
|
boneNib = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-boneNib.png");
|
|
slot = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-slot.png");
|
|
slotRoot = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-slotRoot.png");
|
|
skinPlaceholder = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-skinPlaceholder.png");
|
|
image = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-image.png");
|
|
boundingBox = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-boundingBox.png");
|
|
mesh = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-mesh.png");
|
|
weights = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-weights.png");
|
|
skin = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-skinPlaceholder.png");
|
|
skinsRoot = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-skinsRoot.png");
|
|
animation = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-animation.png");
|
|
animationRoot = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-animationRoot.png");
|
|
spine = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-spine.png");
|
|
_event = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-event.png");
|
|
constraintNib = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-constraintNib.png");
|
|
warning = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-warning.png");
|
|
skeletonUtility = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-skeletonUtility.png");
|
|
hingeChain = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-hingeChain.png");
|
|
subMeshRenderer = (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/icon-subMeshRenderer.png");
|
|
|
|
unityIcon = EditorGUIUtility.FindTexture("SceneAsset Icon");
|
|
|
|
controllerIcon = EditorGUIUtility.FindTexture("AnimatorController Icon");
|
|
}
|
|
}
|
|
|
|
public static string editorPath = "";
|
|
public static string editorGUIPath = "";
|
|
public static bool initialized;
|
|
|
|
/// This list keeps the asset reference temporarily during importing.
|
|
///
|
|
/// In cases of very large projects/sufficient RAM pressure, when AssetDatabase.SaveAssets is called,
|
|
/// Unity can mistakenly unload assets whose references are only on the stack.
|
|
/// This leads to MissingReferenceException and other errors.
|
|
static readonly List<ScriptableObject> protectFromStackGarbageCollection = new List<ScriptableObject>();
|
|
|
|
static HashSet<string> assetsImportedInWrongState;
|
|
static Dictionary<int, GameObject> skeletonRendererTable;
|
|
static Dictionary<int, SkeletonUtilityBone> skeletonUtilityBoneTable;
|
|
static Dictionary<int, BoundingBoxFollower> boundingBoxFollowerTable;
|
|
|
|
#if SPINE_TK2D
|
|
const float DEFAULT_DEFAULT_SCALE = 1f;
|
|
#else
|
|
const float DEFAULT_DEFAULT_SCALE = 0.01f;
|
|
#endif
|
|
const string DEFAULT_SCALE_KEY = "SPINE_DEFAULT_SCALE";
|
|
public static float defaultScale = DEFAULT_DEFAULT_SCALE;
|
|
|
|
const float DEFAULT_DEFAULT_MIX = 0.2f;
|
|
const string DEFAULT_MIX_KEY = "SPINE_DEFAULT_MIX";
|
|
public static float defaultMix = DEFAULT_DEFAULT_MIX;
|
|
|
|
const string DEFAULT_DEFAULT_SHADER = "Spine/Skeleton";
|
|
const string DEFAULT_SHADER_KEY = "SPINE_DEFAULT_SHADER";
|
|
public static string defaultShader = DEFAULT_DEFAULT_SHADER;
|
|
|
|
const bool DEFAULT_SHOW_HIERARCHY_ICONS = true;
|
|
const string SHOW_HIERARCHY_ICONS_KEY = "SPINE_SHOW_HIERARCHY_ICONS";
|
|
public static bool showHierarchyIcons = DEFAULT_SHOW_HIERARCHY_ICONS;
|
|
|
|
#region Initialization
|
|
static SpineEditorUtilities () {
|
|
Initialize();
|
|
}
|
|
|
|
static void Initialize () {
|
|
{
|
|
defaultMix = EditorPrefs.GetFloat(DEFAULT_MIX_KEY, DEFAULT_DEFAULT_MIX);
|
|
defaultScale = EditorPrefs.GetFloat(DEFAULT_SCALE_KEY, DEFAULT_DEFAULT_SCALE);
|
|
defaultShader = EditorPrefs.GetString(DEFAULT_SHADER_KEY, DEFAULT_DEFAULT_SHADER);
|
|
showHierarchyIcons = EditorPrefs.GetBool(SHOW_HIERARCHY_ICONS_KEY, DEFAULT_SHOW_HIERARCHY_ICONS);
|
|
}
|
|
|
|
SceneView.onSceneGUIDelegate -= OnSceneGUI;
|
|
SceneView.onSceneGUIDelegate += OnSceneGUI;
|
|
|
|
DirectoryInfo rootDir = new DirectoryInfo(Application.dataPath);
|
|
FileInfo[] files = rootDir.GetFiles("SpineEditorUtilities.cs", SearchOption.AllDirectories);
|
|
editorPath = Path.GetDirectoryName(files[0].FullName.Replace("\\", "/").Replace(Application.dataPath, "Assets"));
|
|
editorGUIPath = editorPath + "/GUI";
|
|
|
|
Icons.Initialize();
|
|
|
|
assetsImportedInWrongState = new HashSet<string>();
|
|
skeletonRendererTable = new Dictionary<int, GameObject>();
|
|
skeletonUtilityBoneTable = new Dictionary<int, SkeletonUtilityBone>();
|
|
boundingBoxFollowerTable = new Dictionary<int, BoundingBoxFollower>();
|
|
|
|
EditorApplication.hierarchyWindowChanged -= HierarchyWindowChanged;
|
|
EditorApplication.hierarchyWindowChanged += HierarchyWindowChanged;
|
|
EditorApplication.hierarchyWindowItemOnGUI -= HierarchyWindowItemOnGUI;
|
|
EditorApplication.hierarchyWindowItemOnGUI += HierarchyWindowItemOnGUI;
|
|
|
|
HierarchyWindowChanged();
|
|
initialized = true;
|
|
}
|
|
|
|
public static void ConfirmInitialization () {
|
|
if (!initialized || Icons.skeleton == null)
|
|
Initialize();
|
|
}
|
|
#endregion
|
|
|
|
#region Spine Preferences and Defaults
|
|
static bool preferencesLoaded = false;
|
|
|
|
[PreferenceItem("Spine")]
|
|
static void PreferencesGUI () {
|
|
if (!preferencesLoaded) {
|
|
preferencesLoaded = true;
|
|
defaultMix = EditorPrefs.GetFloat(DEFAULT_MIX_KEY, DEFAULT_DEFAULT_MIX);
|
|
defaultScale = EditorPrefs.GetFloat(DEFAULT_SCALE_KEY, DEFAULT_DEFAULT_SCALE);
|
|
defaultShader = EditorPrefs.GetString(DEFAULT_SHADER_KEY, DEFAULT_DEFAULT_SHADER);
|
|
showHierarchyIcons = EditorPrefs.GetBool(SHOW_HIERARCHY_ICONS_KEY, DEFAULT_SHOW_HIERARCHY_ICONS);
|
|
}
|
|
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
showHierarchyIcons = EditorGUILayout.Toggle(new GUIContent("Show Hierarchy Icons", "Show relevant icons on GameObjects with Spine Components on them. Disable this if you have large, complex scenes."), showHierarchyIcons);
|
|
if (EditorGUI.EndChangeCheck()) {
|
|
EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
|
|
HierarchyWindowChanged();
|
|
}
|
|
|
|
|
|
EditorGUILayout.Separator();
|
|
|
|
EditorGUILayout.LabelField("Auto-Import Settings", EditorStyles.boldLabel);
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
defaultMix = EditorGUILayout.FloatField("Default Mix", defaultMix);
|
|
if (EditorGUI.EndChangeCheck())
|
|
EditorPrefs.SetFloat(DEFAULT_MIX_KEY, defaultMix);
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
defaultScale = EditorGUILayout.FloatField("Default SkeletonData Scale", defaultScale);
|
|
if (EditorGUI.EndChangeCheck())
|
|
EditorPrefs.SetFloat(DEFAULT_SCALE_KEY, defaultScale);
|
|
|
|
EditorGUI.BeginChangeCheck();
|
|
#if UNITY_5_3_OR_NEWER
|
|
defaultShader = EditorGUILayout.DelayedTextField(new GUIContent("Default shader", "Default shader for materials auto-generated on import."), defaultShader);
|
|
#else
|
|
defaultShader = EditorGUILayout.TextField(new GUIContent("Default shader", "Default shader for materials auto-generated on import."), defaultShader);
|
|
#endif
|
|
if (EditorGUI.EndChangeCheck())
|
|
EditorPrefs.SetString(DEFAULT_SHADER_KEY, defaultShader);
|
|
|
|
GUILayout.Space(20);
|
|
EditorGUILayout.LabelField("3rd Party Settings", EditorStyles.boldLabel);
|
|
GUILayout.BeginHorizontal();
|
|
EditorGUILayout.PrefixLabel("TK2D");
|
|
|
|
if (GUILayout.Button("Enable", GUILayout.Width(64)))
|
|
EnableTK2D();
|
|
if (GUILayout.Button("Disable", GUILayout.Width(64)))
|
|
DisableTK2D();
|
|
GUILayout.EndHorizontal();
|
|
}
|
|
#endregion
|
|
|
|
#region Drag and Drop to Scene View
|
|
|
|
public delegate Component InstantiateDelegate (SkeletonDataAsset skeletonDataAsset);
|
|
|
|
struct SpawnMenuData {
|
|
public Vector3 spawnPoint;
|
|
public SkeletonDataAsset skeletonDataAsset;
|
|
public InstantiateDelegate instantiateDelegate;
|
|
public bool isUI;
|
|
}
|
|
|
|
public class SkeletonComponentSpawnType {
|
|
public string menuLabel;
|
|
public InstantiateDelegate instantiateDelegate;
|
|
public bool isUI;
|
|
}
|
|
|
|
public static readonly List<SkeletonComponentSpawnType> additionalSpawnTypes = new List<SkeletonComponentSpawnType>();
|
|
|
|
static void OnSceneGUI (SceneView sceneview) {
|
|
var current = UnityEngine.Event.current;
|
|
var references = DragAndDrop.objectReferences;
|
|
|
|
// Allow drag and drop of one SkeletonDataAsset.
|
|
if (references.Length == 1) {
|
|
var skeletonDataAsset = references[0] as SkeletonDataAsset;
|
|
if (skeletonDataAsset != null) {
|
|
var mousePos = current.mousePosition;
|
|
|
|
bool invalidSkeletonData = skeletonDataAsset.GetSkeletonData(true) == null;
|
|
if (invalidSkeletonData) {
|
|
DragAndDrop.visualMode = DragAndDropVisualMode.Rejected;
|
|
Handles.BeginGUI();
|
|
GUI.Label(new Rect(mousePos + new Vector2(20f, 20f), new Vector2(400f, 40f)), new GUIContent(string.Format("{0} is invalid.\nCannot create new Spine GameObject.", skeletonDataAsset.name), SpineEditorUtilities.Icons.warning));
|
|
Handles.EndGUI();
|
|
return;
|
|
} else {
|
|
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
|
|
Handles.BeginGUI();
|
|
GUI.Label(new Rect(mousePos + new Vector2(20f, 20f), new Vector2(400f, 20f)), new GUIContent(string.Format("Create Spine GameObject ({0})", skeletonDataAsset.skeletonJSON.name), SpineEditorUtilities.Icons.spine));
|
|
Handles.EndGUI();
|
|
|
|
if (current.type == EventType.DragPerform) {
|
|
RectTransform rectTransform = (Selection.activeGameObject == null) ? null : Selection.activeGameObject.GetComponent<RectTransform>();
|
|
Plane plane = (rectTransform == null) ? new Plane(Vector3.back, Vector3.zero) : new Plane(-rectTransform.forward, rectTransform.position);
|
|
Vector3 spawnPoint = MousePointToWorldPoint2D(mousePos, sceneview.camera, plane);
|
|
|
|
var menu = new GenericMenu();
|
|
// SkeletonAnimation
|
|
menu.AddItem(new GUIContent("SkeletonAnimation"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
|
|
skeletonDataAsset = skeletonDataAsset,
|
|
spawnPoint = spawnPoint,
|
|
instantiateDelegate = (data) => InstantiateSkeletonAnimation(data),
|
|
isUI = false
|
|
});
|
|
|
|
// SkeletonGraphic
|
|
var skeletonGraphicInspectorType = System.Type.GetType("Spine.Unity.Editor.SkeletonGraphicInspector");
|
|
if (skeletonGraphicInspectorType != null) {
|
|
var graphicInstantiateDelegate = skeletonGraphicInspectorType.GetMethod("SpawnSkeletonGraphicFromDrop", BindingFlags.Static | BindingFlags.Public);
|
|
if (graphicInstantiateDelegate != null)
|
|
menu.AddItem(new GUIContent("SkeletonGraphic (UI)"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
|
|
skeletonDataAsset = skeletonDataAsset,
|
|
spawnPoint = spawnPoint,
|
|
instantiateDelegate = System.Delegate.CreateDelegate(typeof(InstantiateDelegate), graphicInstantiateDelegate) as InstantiateDelegate,
|
|
isUI = true
|
|
});
|
|
}
|
|
|
|
|
|
#if SPINE_SKELETONANIMATOR
|
|
menu.AddSeparator("");
|
|
// SkeletonAnimator
|
|
menu.AddItem(new GUIContent("SkeletonAnimator"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
|
|
skeletonDataAsset = skeletonDataAsset,
|
|
spawnPoint = spawnPoint,
|
|
instantiateDelegate = (data) => InstantiateSkeletonAnimator(data)
|
|
});
|
|
#endif
|
|
|
|
menu.ShowAsContext();
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public static void HandleSkeletonComponentDrop (object menuData) {
|
|
var data = (SpawnMenuData)menuData;
|
|
|
|
if (data.skeletonDataAsset.GetSkeletonData(true) == null) {
|
|
EditorUtility.DisplayDialog("Invalid SkeletonDataAsset", "Unable to create Spine GameObject.\n\nPlease check your SkeletonDataAsset.", "Ok");
|
|
return;
|
|
}
|
|
|
|
bool isUI = data.isUI;
|
|
|
|
GameObject newGameObject = null;
|
|
Component newSkeletonComponent = data.instantiateDelegate.Invoke(data.skeletonDataAsset);
|
|
newGameObject = newSkeletonComponent.gameObject;
|
|
var transform = newGameObject.transform;
|
|
|
|
var activeGameObject = Selection.activeGameObject;
|
|
if (activeGameObject != null)
|
|
transform.SetParent(activeGameObject.transform, false);
|
|
|
|
newGameObject.transform.position = isUI ? data.spawnPoint : RoundVector(data.spawnPoint, 2);
|
|
|
|
if (isUI && (activeGameObject == null || activeGameObject.GetComponent<RectTransform>() == null))
|
|
Debug.Log("Created a UI Skeleton GameObject not under a RectTransform. It may not be visible until you parent it to a canvas.");
|
|
|
|
if (!isUI && activeGameObject != null && activeGameObject.transform.localScale != Vector3.one)
|
|
Debug.Log("New Spine GameObject was parented to a scaled Transform. It may not be the intended size.");
|
|
|
|
Selection.activeGameObject = newGameObject;
|
|
Undo.RegisterCreatedObjectUndo(newGameObject, "Create Spine GameObject");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rounds off vector components to a number of decimal digits.
|
|
/// </summary>
|
|
public static Vector3 RoundVector (Vector3 vector, int digits) {
|
|
vector.x = (float)System.Math.Round(vector.x, digits);
|
|
vector.y = (float)System.Math.Round(vector.y, digits);
|
|
vector.z = (float)System.Math.Round(vector.z, digits);
|
|
return vector;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts a mouse point to a world point on a plane.
|
|
/// </summary>
|
|
static Vector3 MousePointToWorldPoint2D (Vector2 mousePosition, Camera camera, Plane plane) {
|
|
var screenPos = new Vector3(mousePosition.x, camera.pixelHeight - mousePosition.y, 0f);
|
|
var ray = camera.ScreenPointToRay(screenPos);
|
|
float distance;
|
|
bool hit = plane.Raycast(ray, out distance);
|
|
return ray.GetPoint(distance);
|
|
}
|
|
#endregion
|
|
|
|
#region Hierarchy Icons
|
|
static void HierarchyWindowChanged () {
|
|
if (showHierarchyIcons) {
|
|
skeletonRendererTable.Clear();
|
|
skeletonUtilityBoneTable.Clear();
|
|
boundingBoxFollowerTable.Clear();
|
|
|
|
SkeletonRenderer[] arr = Object.FindObjectsOfType<SkeletonRenderer>();
|
|
foreach (SkeletonRenderer r in arr)
|
|
skeletonRendererTable.Add(r.gameObject.GetInstanceID(), r.gameObject);
|
|
|
|
SkeletonUtilityBone[] boneArr = Object.FindObjectsOfType<SkeletonUtilityBone>();
|
|
foreach (SkeletonUtilityBone b in boneArr)
|
|
skeletonUtilityBoneTable.Add(b.gameObject.GetInstanceID(), b);
|
|
|
|
BoundingBoxFollower[] bbfArr = Object.FindObjectsOfType<BoundingBoxFollower>();
|
|
foreach (BoundingBoxFollower bbf in bbfArr)
|
|
boundingBoxFollowerTable.Add(bbf.gameObject.GetInstanceID(), bbf);
|
|
}
|
|
}
|
|
|
|
static void HierarchyWindowItemOnGUI (int instanceId, Rect selectionRect) {
|
|
if (showHierarchyIcons) {
|
|
|
|
Rect r = new Rect(selectionRect);
|
|
if (skeletonRendererTable.ContainsKey(instanceId)) {
|
|
r.x = r.width - 15;
|
|
r.width = 15;
|
|
GUI.Label(r, Icons.spine);
|
|
} else if (skeletonUtilityBoneTable.ContainsKey(instanceId)) {
|
|
r.x -= 26;
|
|
if (skeletonUtilityBoneTable[instanceId] != null) {
|
|
if (skeletonUtilityBoneTable[instanceId].transform.childCount == 0)
|
|
r.x += 13;
|
|
r.y += 2;
|
|
r.width = 13;
|
|
r.height = 13;
|
|
if (skeletonUtilityBoneTable[instanceId].mode == SkeletonUtilityBone.Mode.Follow)
|
|
GUI.DrawTexture(r, Icons.bone);
|
|
else
|
|
GUI.DrawTexture(r, Icons.poseBones);
|
|
}
|
|
} else if (boundingBoxFollowerTable.ContainsKey(instanceId)) {
|
|
r.x -= 26;
|
|
if (boundingBoxFollowerTable[instanceId] != null) {
|
|
if (boundingBoxFollowerTable[instanceId].transform.childCount == 0)
|
|
r.x += 13;
|
|
r.y += 2;
|
|
r.width = 13;
|
|
r.height = 13;
|
|
GUI.DrawTexture(r, Icons.boundingBox);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region Auto-Import Entry Point
|
|
static void OnPostprocessAllAssets (string[] imported, string[] deleted, string[] moved, string[] movedFromAssetPaths) {
|
|
if (imported.Length == 0)
|
|
return;
|
|
|
|
// In case user used "Assets -> Reimport All", during the import process,
|
|
// asset database is not initialized until some point. During that period,
|
|
// all attempts to load any assets using API (i.e. AssetDatabase.LoadAssetAtPath)
|
|
// will return null, and as result, assets won't be loaded even if they actually exists,
|
|
// which may lead to numerous importing errors.
|
|
// This situation also happens if Library folder is deleted from the project, which is a pretty
|
|
// common case, since when using version control systems, the Library folder must be excluded.
|
|
//
|
|
// So to avoid this, in case asset database is not available, we delay loading the assets
|
|
// until next time.
|
|
//
|
|
// Unity *always* reimports some internal assets after the process is done, so this method
|
|
// is always called once again in a state when asset database is available.
|
|
//
|
|
// Checking whether AssetDatabase is initialized is done by attempting to load
|
|
// a known "marker" asset that should always be available. Failing to load this asset
|
|
// means that AssetDatabase is not initialized.
|
|
assetsImportedInWrongState.UnionWith(imported);
|
|
if (AssetDatabaseAvailabilityDetector.IsAssetDatabaseAvailable()) {
|
|
string[] combinedAssets = assetsImportedInWrongState.ToArray();
|
|
assetsImportedInWrongState.Clear();
|
|
ImportSpineContent(combinedAssets);
|
|
}
|
|
}
|
|
|
|
public static void ImportSpineContent (string[] imported, bool reimport = false) {
|
|
var atlasPaths = new List<string>();
|
|
var imagePaths = new List<string>();
|
|
var skeletonPaths = new List<string>();
|
|
|
|
foreach (string str in imported) {
|
|
string extension = Path.GetExtension(str).ToLower();
|
|
switch (extension) {
|
|
case ".txt":
|
|
if (str.EndsWith(".atlas.txt", System.StringComparison.Ordinal))
|
|
atlasPaths.Add(str);
|
|
break;
|
|
case ".png":
|
|
case ".jpg":
|
|
imagePaths.Add(str);
|
|
break;
|
|
case ".json":
|
|
if (IsValidSpineData((TextAsset)AssetDatabase.LoadAssetAtPath(str, typeof(TextAsset))))
|
|
skeletonPaths.Add(str);
|
|
break;
|
|
case ".bytes":
|
|
if (str.ToLower().EndsWith(".skel.bytes", System.StringComparison.Ordinal)) {
|
|
if (IsValidSpineData((TextAsset)AssetDatabase.LoadAssetAtPath(str, typeof(TextAsset))))
|
|
skeletonPaths.Add(str);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Import atlases first.
|
|
var atlases = new List<AtlasAsset>();
|
|
foreach (string ap in atlasPaths) {
|
|
// MITCH: left note: Always import atlas data now.
|
|
TextAsset atlasText = (TextAsset)AssetDatabase.LoadAssetAtPath(ap, typeof(TextAsset));
|
|
AtlasAsset atlas = IngestSpineAtlas(atlasText);
|
|
atlases.Add(atlas);
|
|
}
|
|
|
|
// Import skeletons and match them with atlases.
|
|
bool abortSkeletonImport = false;
|
|
foreach (string sp in skeletonPaths) {
|
|
if (!reimport && CheckForValidSkeletonData(sp)) {
|
|
ResetExistingSkeletonData(sp);
|
|
continue;
|
|
}
|
|
|
|
string dir = Path.GetDirectoryName(sp);
|
|
|
|
#if SPINE_TK2D
|
|
IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, null);
|
|
#else
|
|
var localAtlases = FindAtlasesAtPath(dir);
|
|
var requiredPaths = GetRequiredAtlasRegions(sp);
|
|
var atlasMatch = GetMatchingAtlas(requiredPaths, localAtlases);
|
|
if (atlasMatch != null) {
|
|
IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, atlasMatch);
|
|
} else {
|
|
bool resolved = false;
|
|
while (!resolved) {
|
|
|
|
var filename = Path.GetFileNameWithoutExtension(sp);
|
|
int result = EditorUtility.DisplayDialogComplex(
|
|
string.Format("AtlasAsset for \"{0}\"", filename),
|
|
string.Format("Could not automatically set the AtlasAsset for \"{0}\". You may set it manually.", filename),
|
|
"Choose AtlasAssets...", "Skip this", "Stop importing all"
|
|
);
|
|
|
|
switch (result) {
|
|
case -1:
|
|
Debug.Log("Select Atlas");
|
|
AtlasAsset selectedAtlas = GetAtlasDialog(Path.GetDirectoryName(sp));
|
|
if (selectedAtlas != null) {
|
|
localAtlases.Clear();
|
|
localAtlases.Add(selectedAtlas);
|
|
atlasMatch = GetMatchingAtlas(requiredPaths, localAtlases);
|
|
if (atlasMatch != null) {
|
|
resolved = true;
|
|
IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, atlasMatch);
|
|
}
|
|
}
|
|
break;
|
|
case 0: // Choose AtlasAssets...
|
|
var atlasList = MultiAtlasDialog(requiredPaths, Path.GetDirectoryName(sp), Path.GetFileNameWithoutExtension(sp));
|
|
if (atlasList != null)
|
|
IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, atlasList.ToArray());
|
|
|
|
resolved = true;
|
|
break;
|
|
case 1: // Skip
|
|
Debug.Log("Skipped importing: " + Path.GetFileName(sp));
|
|
resolved = true;
|
|
break;
|
|
case 2: // Stop importing all
|
|
abortSkeletonImport = true;
|
|
resolved = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (abortSkeletonImport)
|
|
break;
|
|
#endif
|
|
}
|
|
// MITCH: left a todo: any post processing of images
|
|
}
|
|
|
|
static void ResetExistingSkeletonData (string skeletonJSONPath) {
|
|
string dir = Path.GetDirectoryName(skeletonJSONPath);
|
|
TextAsset textAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonJSONPath, typeof(TextAsset));
|
|
DirectoryInfo dirInfo = new DirectoryInfo(dir);
|
|
FileInfo[] files = dirInfo.GetFiles("*.asset");
|
|
|
|
foreach (var f in files) {
|
|
string localPath = dir + "/" + f.Name;
|
|
var obj = AssetDatabase.LoadAssetAtPath(localPath, typeof(Object));
|
|
var skeletonDataAsset = obj as SkeletonDataAsset;
|
|
if (skeletonDataAsset != null) {
|
|
if (skeletonDataAsset.skeletonJSON == textAsset) {
|
|
if (Selection.activeObject == skeletonDataAsset)
|
|
Selection.activeObject = null;
|
|
|
|
skeletonDataAsset.Reset();
|
|
|
|
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(skeletonDataAsset));
|
|
string lastHash = EditorPrefs.GetString(guid + "_hash");
|
|
|
|
// For some weird reason sometimes Unity loses the internal Object pointer,
|
|
// and as a result, all comparisons with null returns true.
|
|
// But the C# wrapper is still alive, so we can "restore" the object
|
|
// by reloading it from its Instance ID.
|
|
AtlasAsset[] skeletonDataAtlasAssets = skeletonDataAsset.atlasAssets;
|
|
if (skeletonDataAtlasAssets != null) {
|
|
for (int i = 0; i < skeletonDataAtlasAssets.Length; i++) {
|
|
if (!ReferenceEquals(null, skeletonDataAtlasAssets[i]) &&
|
|
skeletonDataAtlasAssets[i].Equals(null) &&
|
|
skeletonDataAtlasAssets[i].GetInstanceID() != 0
|
|
) {
|
|
skeletonDataAtlasAssets[i] = EditorUtility.InstanceIDToObject(skeletonDataAtlasAssets[i].GetInstanceID()) as AtlasAsset;
|
|
}
|
|
}
|
|
}
|
|
|
|
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
|
string currentHash = skeletonData != null ? skeletonData.Hash : null;
|
|
|
|
#if SPINE_SKELETONANIMATOR
|
|
if (currentHash == null || lastHash != currentHash)
|
|
UpdateMecanimClips(skeletonDataAsset);
|
|
#endif
|
|
|
|
// if (currentHash == null || lastHash != currentHash)
|
|
// Do any upkeep on synchronized assets
|
|
|
|
if (currentHash != null) {
|
|
EditorPrefs.SetString(guid + "_hash", currentHash);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region Match SkeletonData with Atlases
|
|
static readonly AttachmentType[] NonAtlasTypes = { AttachmentType.Boundingbox, AttachmentType.Path };
|
|
|
|
static List<AtlasAsset> MultiAtlasDialog (List<string> requiredPaths, string initialDirectory, string filename = "") {
|
|
List<AtlasAsset> atlasAssets = new List<AtlasAsset>();
|
|
bool resolved = false;
|
|
string lastAtlasPath = initialDirectory;
|
|
while (!resolved) {
|
|
|
|
// Build dialog box message.
|
|
var missingRegions = new List<string>(requiredPaths);
|
|
var dialogText = new StringBuilder();
|
|
{
|
|
dialogText.AppendLine(string.Format("SkeletonDataAsset for \"{0}\"", filename));
|
|
dialogText.AppendLine("has missing regions.");
|
|
dialogText.AppendLine();
|
|
dialogText.AppendLine("Current Atlases:");
|
|
|
|
if (atlasAssets.Count == 0)
|
|
dialogText.AppendLine("\t--none--");
|
|
|
|
for (int i = 0; i < atlasAssets.Count; i++)
|
|
dialogText.AppendLine("\t" + atlasAssets[i].name);
|
|
|
|
dialogText.AppendLine();
|
|
dialogText.AppendLine("Missing Regions:");
|
|
|
|
foreach (var atlasAsset in atlasAssets) {
|
|
var atlas = atlasAsset.GetAtlas();
|
|
for (int i = 0; i < missingRegions.Count; i++) {
|
|
if (atlas.FindRegion(missingRegions[i]) != null) {
|
|
missingRegions.RemoveAt(i);
|
|
i--;
|
|
}
|
|
}
|
|
}
|
|
|
|
int n = missingRegions.Count;
|
|
if (n == 0) break;
|
|
|
|
const int MaxListLength = 15;
|
|
for (int i = 0; (i < n && i < MaxListLength); i++)
|
|
dialogText.AppendLine("\t" + missingRegions[i]);
|
|
|
|
if (n > MaxListLength) dialogText.AppendLine(string.Format("\t... {0} more...", n - MaxListLength));
|
|
}
|
|
|
|
// Show dialog box.
|
|
int result = EditorUtility.DisplayDialogComplex(
|
|
"SkeletonDataAsset has missing Atlas.",
|
|
dialogText.ToString(),
|
|
"Browse...", "Import anyway", "Cancel"
|
|
);
|
|
|
|
switch (result) {
|
|
case 0: // Browse...
|
|
AtlasAsset selectedAtlasAsset = GetAtlasDialog(lastAtlasPath);
|
|
if (selectedAtlasAsset != null) {
|
|
var atlas = selectedAtlasAsset.GetAtlas();
|
|
bool hasValidRegion = false;
|
|
foreach (string str in missingRegions) {
|
|
if (atlas.FindRegion(str) != null) {
|
|
hasValidRegion = true;
|
|
break;
|
|
}
|
|
}
|
|
atlasAssets.Add(selectedAtlasAsset);
|
|
}
|
|
break;
|
|
case 1: // Import anyway
|
|
resolved = true;
|
|
break;
|
|
case 2: // Cancel
|
|
atlasAssets = null;
|
|
resolved = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return atlasAssets;
|
|
}
|
|
|
|
static AtlasAsset GetAtlasDialog (string dirPath) {
|
|
string path = EditorUtility.OpenFilePanel("Select AtlasAsset...", dirPath, "asset");
|
|
if (path == "") return null; // Canceled or closed by user.
|
|
|
|
int subLen = Application.dataPath.Length - 6;
|
|
string assetRelativePath = path.Substring(subLen, path.Length - subLen).Replace("\\", "/");
|
|
|
|
Object obj = AssetDatabase.LoadAssetAtPath(assetRelativePath, typeof(AtlasAsset));
|
|
|
|
if (obj == null || obj.GetType() != typeof(AtlasAsset))
|
|
return null;
|
|
|
|
return (AtlasAsset)obj;
|
|
}
|
|
|
|
static void AddRequiredAtlasRegionsFromBinary (string skeletonDataPath, List<string> requiredPaths) {
|
|
SkeletonBinary binary = new SkeletonBinary(new AtlasRequirementLoader(requiredPaths));
|
|
TextAsset data = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonDataPath, typeof(TextAsset));
|
|
MemoryStream input = new MemoryStream(data.bytes);
|
|
binary.ReadSkeletonData(input);
|
|
binary = null;
|
|
}
|
|
|
|
public static List<string> GetRequiredAtlasRegions (string skeletonDataPath) {
|
|
List<string> requiredPaths = new List<string>();
|
|
|
|
if (skeletonDataPath.Contains(".skel")) {
|
|
AddRequiredAtlasRegionsFromBinary(skeletonDataPath, requiredPaths);
|
|
return requiredPaths;
|
|
}
|
|
|
|
TextAsset spineJson = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonDataPath, typeof(TextAsset));
|
|
|
|
StringReader reader = new StringReader(spineJson.text);
|
|
var root = Json.Deserialize(reader) as Dictionary<string, object>;
|
|
|
|
|
|
foreach (KeyValuePair<string, object> entry in (Dictionary<string, object>)root["skins"]) {
|
|
foreach (KeyValuePair<string, object> slotEntry in (Dictionary<string, object>)entry.Value) {
|
|
|
|
foreach (KeyValuePair<string, object> attachmentEntry in ((Dictionary<string, object>)slotEntry.Value)) {
|
|
var data = ((Dictionary<string, object>)attachmentEntry.Value);
|
|
|
|
// Ignore non-atlas-requiring types.
|
|
if (data.ContainsKey("type")) {
|
|
AttachmentType attachmentType;
|
|
string typeString = (string)data["type"];
|
|
try {
|
|
attachmentType = (AttachmentType)System.Enum.Parse(typeof(AttachmentType), typeString, true);
|
|
} catch (System.ArgumentException e) {
|
|
// For more info, visit: http://esotericsoftware.com/forum/Spine-editor-and-runtime-version-management-6534
|
|
Debug.LogWarning(string.Format("Unidentified Attachment type: \"{0}\". Skeleton may have been exported from an incompatible Spine version.", typeString));
|
|
throw e;
|
|
}
|
|
|
|
if (NonAtlasTypes.Contains(attachmentType))
|
|
continue;
|
|
}
|
|
|
|
if (data.ContainsKey("path"))
|
|
requiredPaths.Add((string)data["path"]);
|
|
else if (data.ContainsKey("name"))
|
|
requiredPaths.Add((string)data["name"]);
|
|
else
|
|
requiredPaths.Add(attachmentEntry.Key);
|
|
}
|
|
}
|
|
}
|
|
|
|
return requiredPaths;
|
|
}
|
|
|
|
static AtlasAsset GetMatchingAtlas (List<string> requiredPaths, List<AtlasAsset> atlasAssets) {
|
|
AtlasAsset atlasAssetMatch = null;
|
|
|
|
foreach (AtlasAsset a in atlasAssets) {
|
|
Atlas atlas = a.GetAtlas();
|
|
bool failed = false;
|
|
foreach (string regionPath in requiredPaths) {
|
|
if (atlas.FindRegion(regionPath) == null) {
|
|
failed = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!failed) {
|
|
atlasAssetMatch = a;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return atlasAssetMatch;
|
|
}
|
|
|
|
public class AtlasRequirementLoader : AttachmentLoader {
|
|
List<string> requirementList;
|
|
|
|
public AtlasRequirementLoader (List<string> requirementList) {
|
|
this.requirementList = requirementList;
|
|
}
|
|
|
|
public RegionAttachment NewRegionAttachment (Skin skin, string name, string path) {
|
|
requirementList.Add(path);
|
|
return new RegionAttachment(name);
|
|
}
|
|
|
|
public MeshAttachment NewMeshAttachment (Skin skin, string name, string path) {
|
|
requirementList.Add(path);
|
|
return new MeshAttachment(name);
|
|
}
|
|
|
|
public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name) {
|
|
return new BoundingBoxAttachment(name);
|
|
}
|
|
|
|
public PathAttachment NewPathAttachment (Skin skin, string name) {
|
|
return new PathAttachment(name);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region Import Atlases
|
|
static List<AtlasAsset> FindAtlasesAtPath (string path) {
|
|
List<AtlasAsset> arr = new List<AtlasAsset>();
|
|
DirectoryInfo dir = new DirectoryInfo(path);
|
|
FileInfo[] assetInfoArr = dir.GetFiles("*.asset");
|
|
|
|
int subLen = Application.dataPath.Length - 6;
|
|
foreach (var f in assetInfoArr) {
|
|
string assetRelativePath = f.FullName.Substring(subLen, f.FullName.Length - subLen).Replace("\\", "/");
|
|
Object obj = AssetDatabase.LoadAssetAtPath(assetRelativePath, typeof(AtlasAsset));
|
|
if (obj != null)
|
|
arr.Add(obj as AtlasAsset);
|
|
}
|
|
|
|
return arr;
|
|
}
|
|
|
|
static AtlasAsset IngestSpineAtlas (TextAsset atlasText) {
|
|
if (atlasText == null) {
|
|
Debug.LogWarning("Atlas source cannot be null!");
|
|
return null;
|
|
}
|
|
|
|
string primaryName = Path.GetFileNameWithoutExtension(atlasText.name).Replace(".atlas", "");
|
|
string assetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(atlasText));
|
|
|
|
string atlasPath = assetPath + "/" + primaryName + "_Atlas.asset";
|
|
|
|
AtlasAsset atlasAsset = (AtlasAsset)AssetDatabase.LoadAssetAtPath(atlasPath, typeof(AtlasAsset));
|
|
|
|
List<Material> vestigialMaterials = new List<Material>();
|
|
|
|
if (atlasAsset == null)
|
|
atlasAsset = AtlasAsset.CreateInstance<AtlasAsset>();
|
|
else {
|
|
foreach (Material m in atlasAsset.materials)
|
|
vestigialMaterials.Add(m);
|
|
}
|
|
|
|
protectFromStackGarbageCollection.Add(atlasAsset);
|
|
atlasAsset.atlasFile = atlasText;
|
|
|
|
//strip CR
|
|
string atlasStr = atlasText.text;
|
|
atlasStr = atlasStr.Replace("\r", "");
|
|
|
|
string[] atlasLines = atlasStr.Split('\n');
|
|
List<string> pageFiles = new List<string>();
|
|
for (int i = 0; i < atlasLines.Length - 1; i++) {
|
|
if (atlasLines[i].Trim().Length == 0)
|
|
pageFiles.Add(atlasLines[i + 1].Trim());
|
|
}
|
|
|
|
atlasAsset.materials = new Material[pageFiles.Count];
|
|
|
|
for (int i = 0; i < pageFiles.Count; i++) {
|
|
string texturePath = assetPath + "/" + pageFiles[i];
|
|
Texture2D texture = (Texture2D)AssetDatabase.LoadAssetAtPath(texturePath, typeof(Texture2D));
|
|
|
|
TextureImporter texImporter = (TextureImporter)TextureImporter.GetAtPath(texturePath);
|
|
texImporter.textureType = TextureImporterType.Advanced;
|
|
texImporter.textureFormat = TextureImporterFormat.AutomaticTruecolor;
|
|
texImporter.mipmapEnabled = false;
|
|
texImporter.alphaIsTransparency = false;
|
|
texImporter.spriteImportMode = SpriteImportMode.None;
|
|
texImporter.maxTextureSize = 2048;
|
|
|
|
|
|
EditorUtility.SetDirty(texImporter);
|
|
AssetDatabase.ImportAsset(texturePath);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
string pageName = Path.GetFileNameWithoutExtension(pageFiles[i]);
|
|
|
|
//because this looks silly
|
|
if (pageName == primaryName && pageFiles.Count == 1)
|
|
pageName = "Material";
|
|
|
|
string materialPath = assetPath + "/" + primaryName + "_" + pageName + ".mat";
|
|
Material mat = (Material)AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material));
|
|
|
|
if (mat == null) {
|
|
mat = new Material(Shader.Find(defaultShader));
|
|
AssetDatabase.CreateAsset(mat, materialPath);
|
|
} else {
|
|
vestigialMaterials.Remove(mat);
|
|
}
|
|
|
|
mat.mainTexture = texture;
|
|
EditorUtility.SetDirty(mat);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
atlasAsset.materials[i] = mat;
|
|
}
|
|
|
|
for (int i = 0; i < vestigialMaterials.Count; i++)
|
|
AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(vestigialMaterials[i]));
|
|
|
|
if (AssetDatabase.GetAssetPath(atlasAsset) == "")
|
|
AssetDatabase.CreateAsset(atlasAsset, atlasPath);
|
|
else
|
|
atlasAsset.Reset();
|
|
|
|
EditorUtility.SetDirty(atlasAsset);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
// Iterate regions and bake marked.
|
|
Atlas atlas = atlasAsset.GetAtlas();
|
|
FieldInfo field = typeof(Atlas).GetField("regions", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.NonPublic);
|
|
List<AtlasRegion> regions = (List<AtlasRegion>)field.GetValue(atlas);
|
|
string atlasAssetPath = AssetDatabase.GetAssetPath(atlasAsset);
|
|
string atlasAssetDirPath = Path.GetDirectoryName(atlasAssetPath);
|
|
string bakedDirPath = Path.Combine(atlasAssetDirPath, atlasAsset.name);
|
|
|
|
bool hasBakedRegions = false;
|
|
for (int i = 0; i < regions.Count; i++) {
|
|
AtlasRegion region = regions[i];
|
|
string bakedPrefabPath = Path.Combine(bakedDirPath, SpineEditorUtilities.GetPathSafeRegionName(region) + ".prefab").Replace("\\", "/");
|
|
GameObject prefab = (GameObject)AssetDatabase.LoadAssetAtPath(bakedPrefabPath, typeof(GameObject));
|
|
if (prefab != null) {
|
|
BakeRegion(atlasAsset, region, false);
|
|
hasBakedRegions = true;
|
|
}
|
|
}
|
|
|
|
if (hasBakedRegions) {
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh();
|
|
}
|
|
|
|
protectFromStackGarbageCollection.Remove(atlasAsset);
|
|
return (AtlasAsset)AssetDatabase.LoadAssetAtPath(atlasPath, typeof(AtlasAsset));
|
|
}
|
|
#endregion
|
|
|
|
#region Bake Atlas Region
|
|
public static GameObject BakeRegion (AtlasAsset atlasAsset, AtlasRegion region, bool autoSave = true) {
|
|
Atlas atlas = atlasAsset.GetAtlas();
|
|
string atlasAssetPath = AssetDatabase.GetAssetPath(atlasAsset);
|
|
string atlasAssetDirPath = Path.GetDirectoryName(atlasAssetPath);
|
|
string bakedDirPath = Path.Combine(atlasAssetDirPath, atlasAsset.name);
|
|
string bakedPrefabPath = Path.Combine(bakedDirPath, GetPathSafeRegionName(region) + ".prefab").Replace("\\", "/");
|
|
|
|
GameObject prefab = (GameObject)AssetDatabase.LoadAssetAtPath(bakedPrefabPath, typeof(GameObject));
|
|
GameObject root;
|
|
Mesh mesh;
|
|
bool isNewPrefab = false;
|
|
|
|
if (!Directory.Exists(bakedDirPath))
|
|
Directory.CreateDirectory(bakedDirPath);
|
|
|
|
if (prefab == null) {
|
|
root = new GameObject("temp", typeof(MeshFilter), typeof(MeshRenderer));
|
|
prefab = PrefabUtility.CreatePrefab(bakedPrefabPath, root);
|
|
isNewPrefab = true;
|
|
Object.DestroyImmediate(root);
|
|
}
|
|
|
|
mesh = (Mesh)AssetDatabase.LoadAssetAtPath(bakedPrefabPath, typeof(Mesh));
|
|
|
|
Material mat = null;
|
|
mesh = atlasAsset.GenerateMesh(region.name, mesh, out mat);
|
|
if (isNewPrefab) {
|
|
AssetDatabase.AddObjectToAsset(mesh, prefab);
|
|
prefab.GetComponent<MeshFilter>().sharedMesh = mesh;
|
|
}
|
|
|
|
EditorUtility.SetDirty(mesh);
|
|
EditorUtility.SetDirty(prefab);
|
|
|
|
if (autoSave) {
|
|
AssetDatabase.SaveAssets();
|
|
AssetDatabase.Refresh();
|
|
}
|
|
|
|
prefab.GetComponent<MeshRenderer>().sharedMaterial = mat;
|
|
|
|
return prefab;
|
|
}
|
|
#endregion
|
|
|
|
#region Import SkeletonData (json or binary)
|
|
static SkeletonDataAsset IngestSpineProject (TextAsset spineJson, params AtlasAsset[] atlasAssets) {
|
|
string primaryName = Path.GetFileNameWithoutExtension(spineJson.name);
|
|
string assetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(spineJson));
|
|
string filePath = assetPath + "/" + primaryName + "_SkeletonData.asset";
|
|
|
|
#if SPINE_TK2D
|
|
if (spineJson != null) {
|
|
SkeletonDataAsset skeletonDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(SkeletonDataAsset));
|
|
if (skeletonDataAsset == null) {
|
|
skeletonDataAsset = SkeletonDataAsset.CreateInstance<SkeletonDataAsset>();
|
|
skeletonDataAsset.skeletonJSON = spineJson;
|
|
skeletonDataAsset.fromAnimation = new string[0];
|
|
skeletonDataAsset.toAnimation = new string[0];
|
|
skeletonDataAsset.duration = new float[0];
|
|
skeletonDataAsset.defaultMix = defaultMix;
|
|
skeletonDataAsset.scale = defaultScale;
|
|
|
|
AssetDatabase.CreateAsset(skeletonDataAsset, filePath);
|
|
AssetDatabase.SaveAssets();
|
|
} else {
|
|
skeletonDataAsset.Reset();
|
|
skeletonDataAsset.GetSkeletonData(true);
|
|
}
|
|
|
|
return skeletonDataAsset;
|
|
} else {
|
|
EditorUtility.DisplayDialog("Error!", "Tried to ingest null Spine data.", "OK");
|
|
return null;
|
|
}
|
|
|
|
#else
|
|
if (spineJson != null && atlasAssets != null) {
|
|
SkeletonDataAsset skelDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(SkeletonDataAsset));
|
|
if (skelDataAsset == null) {
|
|
skelDataAsset = SkeletonDataAsset.CreateInstance<SkeletonDataAsset>();
|
|
skelDataAsset.atlasAssets = atlasAssets;
|
|
skelDataAsset.skeletonJSON = spineJson;
|
|
skelDataAsset.fromAnimation = new string[0];
|
|
skelDataAsset.toAnimation = new string[0];
|
|
skelDataAsset.duration = new float[0];
|
|
skelDataAsset.defaultMix = defaultMix;
|
|
skelDataAsset.scale = defaultScale;
|
|
|
|
AssetDatabase.CreateAsset(skelDataAsset, filePath);
|
|
AssetDatabase.SaveAssets();
|
|
} else {
|
|
skelDataAsset.atlasAssets = atlasAssets;
|
|
skelDataAsset.Reset();
|
|
skelDataAsset.GetSkeletonData(true);
|
|
}
|
|
|
|
return skelDataAsset;
|
|
} else {
|
|
EditorUtility.DisplayDialog("Error!", "Must specify both Spine JSON and AtlasAsset array", "OK");
|
|
return null;
|
|
}
|
|
#endif
|
|
}
|
|
#endregion
|
|
|
|
#region Checking Methods
|
|
static int[][] compatibleVersions = { new[] {3, 4, 0}, new[] {3, 3, 0} };
|
|
static bool isFixVersionRequired = false;
|
|
|
|
static bool CheckForValidSkeletonData (string skeletonJSONPath) {
|
|
string dir = Path.GetDirectoryName(skeletonJSONPath);
|
|
TextAsset textAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonJSONPath, typeof(TextAsset));
|
|
DirectoryInfo dirInfo = new DirectoryInfo(dir);
|
|
FileInfo[] files = dirInfo.GetFiles("*.asset");
|
|
|
|
foreach (var path in files) {
|
|
string localPath = dir + "/" + path.Name;
|
|
var obj = AssetDatabase.LoadAssetAtPath(localPath, typeof(Object));
|
|
var skeletonDataAsset = obj as SkeletonDataAsset;
|
|
if (skeletonDataAsset != null && skeletonDataAsset.skeletonJSON == textAsset)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public static bool IsValidSpineData (TextAsset asset) {
|
|
if (asset.name.Contains(".skel")) return true;
|
|
|
|
object obj = null;
|
|
obj = Json.Deserialize(new StringReader(asset.text));
|
|
|
|
if (obj == null) {
|
|
Debug.LogError("Is not valid JSON.");
|
|
return false;
|
|
}
|
|
|
|
var root = obj as Dictionary<string, object>;
|
|
if (root == null) {
|
|
Debug.LogError("Parser returned an incorrect type.");
|
|
return false;
|
|
}
|
|
|
|
bool isSpineJson = root.ContainsKey("skeleton");
|
|
|
|
// Version warning
|
|
if (isSpineJson) {
|
|
var skeletonInfo = (Dictionary<string, object>)root["skeleton"];
|
|
object jv;
|
|
skeletonInfo.TryGetValue("spine", out jv);
|
|
string jsonVersion = (jv == null) ? (string)jv : null;
|
|
if (!string.IsNullOrEmpty(jsonVersion)) {
|
|
string[] jsonVersionSplit = jsonVersion.Split('.');
|
|
bool match = false;
|
|
foreach (var version in compatibleVersions) {
|
|
bool primaryMatch = version[0] == int.Parse(jsonVersionSplit[0]);
|
|
bool secondaryMatch = version[1] == int.Parse(jsonVersionSplit[1]);
|
|
|
|
if (isFixVersionRequired)
|
|
secondaryMatch &= version[2] <= int.Parse(jsonVersionSplit[2]);
|
|
|
|
if (primaryMatch && secondaryMatch) {
|
|
match = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!match) {
|
|
string runtimeVersion = compatibleVersions[0][0] + "." + compatibleVersions[0][1];
|
|
Debug.LogWarning(string.Format("Skeleton '{0}' (exported with Spine {1}) may be incompatible with your runtime version: spine-unity v{2}", asset.name, jsonVersion, runtimeVersion));
|
|
}
|
|
} else {
|
|
isSpineJson = false;
|
|
}
|
|
}
|
|
|
|
return isSpineJson;
|
|
}
|
|
#endregion
|
|
|
|
#region SkeletonAnimation Menu
|
|
[MenuItem("Assets/Spine/Instantiate (SkeletonAnimation)", false, 10)]
|
|
static void InstantiateSkeletonAnimation () {
|
|
Object[] arr = Selection.objects;
|
|
foreach (Object o in arr) {
|
|
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(o));
|
|
string skinName = EditorPrefs.GetString(guid + "_lastSkin", "");
|
|
|
|
InstantiateSkeletonAnimation((SkeletonDataAsset)o, skinName, false);
|
|
SceneView.RepaintAll();
|
|
}
|
|
}
|
|
|
|
[MenuItem("Assets/Spine/Instantiate (SkeletonAnimation)", true, 10)]
|
|
static bool ValidateInstantiateSkeletonAnimation () {
|
|
Object[] arr = Selection.objects;
|
|
|
|
if (arr.Length == 0)
|
|
return false;
|
|
|
|
foreach (Object o in arr) {
|
|
if (o.GetType() != typeof(SkeletonDataAsset))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public static SkeletonAnimation InstantiateSkeletonAnimation (SkeletonDataAsset skeletonDataAsset, string skinName, bool destroyInvalid = true) {
|
|
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
|
var skin = skeletonData != null ? skeletonData.FindSkin(skinName) : null;
|
|
return InstantiateSkeletonAnimation(skeletonDataAsset, skin, destroyInvalid);
|
|
}
|
|
|
|
public static SkeletonAnimation InstantiateSkeletonAnimation (SkeletonDataAsset skeletonDataAsset, Skin skin = null, bool destroyInvalid = true) {
|
|
SkeletonData data = skeletonDataAsset.GetSkeletonData(true);
|
|
|
|
if (data == null) {
|
|
for (int i = 0; i < skeletonDataAsset.atlasAssets.Length; i++) {
|
|
string reloadAtlasPath = AssetDatabase.GetAssetPath(skeletonDataAsset.atlasAssets[i]);
|
|
skeletonDataAsset.atlasAssets[i] = (AtlasAsset)AssetDatabase.LoadAssetAtPath(reloadAtlasPath, typeof(AtlasAsset));
|
|
}
|
|
data = skeletonDataAsset.GetSkeletonData(false);
|
|
}
|
|
|
|
if (data == null) {
|
|
Debug.LogWarning("InstantiateSkeletonAnimation tried to instantiate a skeleton from an invalid SkeletonDataAsset.");
|
|
return null;
|
|
}
|
|
|
|
if (skin == null) skin = data.DefaultSkin;
|
|
if (skin == null) skin = data.Skins.Items[0];
|
|
|
|
string spineGameObjectName = string.Format("Spine GameObject ({0})", skeletonDataAsset.name.Replace("_SkeletonData", ""));
|
|
GameObject go = new GameObject(spineGameObjectName, typeof(MeshFilter), typeof(MeshRenderer), typeof(SkeletonAnimation));
|
|
SkeletonAnimation newSkeletonAnimation = go.GetComponent<SkeletonAnimation>();
|
|
newSkeletonAnimation.skeletonDataAsset = skeletonDataAsset;
|
|
|
|
{
|
|
bool requiresNormals = false;
|
|
foreach (AtlasAsset atlasAsset in skeletonDataAsset.atlasAssets) {
|
|
foreach (Material m in atlasAsset.materials) {
|
|
if (m.shader.name.Contains("Lit")) {
|
|
requiresNormals = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
newSkeletonAnimation.calculateNormals = requiresNormals;
|
|
}
|
|
|
|
try {
|
|
newSkeletonAnimation.Initialize(false);
|
|
} catch (System.Exception e) {
|
|
if (destroyInvalid) {
|
|
Debug.LogWarning("Editor-instantiated SkeletonAnimation threw an Exception. Destroying GameObject to prevent orphaned GameObject.");
|
|
GameObject.DestroyImmediate(go);
|
|
}
|
|
throw e;
|
|
}
|
|
|
|
newSkeletonAnimation.skeleton.SetSkin(skin);
|
|
newSkeletonAnimation.initialSkinName = skin.Name;
|
|
|
|
newSkeletonAnimation.skeleton.Update(1);
|
|
newSkeletonAnimation.state.Update(1);
|
|
newSkeletonAnimation.state.Apply(newSkeletonAnimation.skeleton);
|
|
newSkeletonAnimation.skeleton.UpdateWorldTransform();
|
|
|
|
return newSkeletonAnimation;
|
|
}
|
|
#endregion
|
|
|
|
#region SkeletonAnimator
|
|
#if SPINE_SKELETONANIMATOR
|
|
static void UpdateMecanimClips (SkeletonDataAsset skeletonDataAsset) {
|
|
if (skeletonDataAsset.controller == null)
|
|
return;
|
|
|
|
SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);
|
|
}
|
|
|
|
[MenuItem("Assets/Spine/Instantiate (Mecanim)", false, 100)]
|
|
static void InstantiateSkeletonAnimator () {
|
|
Object[] arr = Selection.objects;
|
|
foreach (Object o in arr) {
|
|
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(o));
|
|
string skinName = EditorPrefs.GetString(guid + "_lastSkin", "");
|
|
|
|
InstantiateSkeletonAnimator((SkeletonDataAsset)o, skinName);
|
|
SceneView.RepaintAll();
|
|
}
|
|
}
|
|
|
|
[MenuItem("Assets/Spine/Instantiate (Mecanim)", true, 100)]
|
|
static bool ValidateInstantiateSkeletonAnimator () {
|
|
Object[] arr = Selection.objects;
|
|
|
|
if (arr.Length == 0)
|
|
return false;
|
|
|
|
foreach (Object o in arr) {
|
|
if (o.GetType() != typeof(SkeletonDataAsset))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public static SkeletonAnimator InstantiateSkeletonAnimator (SkeletonDataAsset skeletonDataAsset, string skinName) {
|
|
return InstantiateSkeletonAnimator(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
|
|
}
|
|
|
|
public static SkeletonAnimator InstantiateSkeletonAnimator (SkeletonDataAsset skeletonDataAsset, Skin skin = null) {
|
|
string spineGameObjectName = string.Format("Spine Mecanim GameObject ({0})", skeletonDataAsset.name.Replace("_SkeletonData", ""));
|
|
GameObject go = new GameObject(spineGameObjectName, typeof(MeshFilter), typeof(MeshRenderer), typeof(Animator), typeof(SkeletonAnimator));
|
|
|
|
if (skeletonDataAsset.controller == null) {
|
|
SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);
|
|
Debug.Log(string.Format("Mecanim controller was automatically generated and assigned for {0}", skeletonDataAsset.name));
|
|
}
|
|
|
|
go.GetComponent<Animator>().runtimeAnimatorController = skeletonDataAsset.controller;
|
|
|
|
SkeletonAnimator anim = go.GetComponent<SkeletonAnimator>();
|
|
anim.skeletonDataAsset = skeletonDataAsset;
|
|
|
|
bool requiresNormals = false;
|
|
|
|
foreach (AtlasAsset atlasAsset in anim.skeletonDataAsset.atlasAssets) {
|
|
foreach (Material m in atlasAsset.materials) {
|
|
if (m.shader.name.Contains("Lit")) {
|
|
requiresNormals = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
anim.calculateNormals = requiresNormals;
|
|
|
|
SkeletonData data = skeletonDataAsset.GetSkeletonData(true);
|
|
|
|
if (data == null) {
|
|
for (int i = 0; i < skeletonDataAsset.atlasAssets.Length; i++) {
|
|
string reloadAtlasPath = AssetDatabase.GetAssetPath(skeletonDataAsset.atlasAssets[i]);
|
|
skeletonDataAsset.atlasAssets[i] = (AtlasAsset)AssetDatabase.LoadAssetAtPath(reloadAtlasPath, typeof(AtlasAsset));
|
|
}
|
|
|
|
data = skeletonDataAsset.GetSkeletonData(true);
|
|
}
|
|
|
|
if (skin == null)
|
|
skin = data.DefaultSkin;
|
|
|
|
if (skin == null)
|
|
skin = data.Skins.Items[0];
|
|
|
|
anim.Initialize(false);
|
|
|
|
anim.skeleton.SetSkin(skin);
|
|
anim.initialSkinName = skin.Name;
|
|
|
|
anim.skeleton.Update(1);
|
|
anim.skeleton.UpdateWorldTransform();
|
|
anim.LateUpdate();
|
|
|
|
return anim;
|
|
}
|
|
#endif
|
|
#endregion
|
|
|
|
#region TK2D Support
|
|
const string SPINE_TK2D_DEFINE = "SPINE_TK2D";
|
|
|
|
static void EnableTK2D () {
|
|
bool added = false;
|
|
foreach (BuildTargetGroup group in System.Enum.GetValues(typeof(BuildTargetGroup))) {
|
|
if (group == BuildTargetGroup.Unknown)
|
|
continue;
|
|
|
|
string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(group);
|
|
if (!defines.Contains(SPINE_TK2D_DEFINE)) {
|
|
added = true;
|
|
if (defines.EndsWith(";", System.StringComparison.Ordinal))
|
|
defines = defines + SPINE_TK2D_DEFINE;
|
|
else
|
|
defines = defines + ";" + SPINE_TK2D_DEFINE;
|
|
|
|
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, defines);
|
|
}
|
|
}
|
|
|
|
if (added) {
|
|
Debug.LogWarning("Setting Scripting Define Symbol " + SPINE_TK2D_DEFINE);
|
|
} else {
|
|
Debug.LogWarning("Already Set Scripting Define Symbol " + SPINE_TK2D_DEFINE);
|
|
}
|
|
}
|
|
|
|
|
|
static void DisableTK2D () {
|
|
bool removed = false;
|
|
foreach (BuildTargetGroup group in System.Enum.GetValues(typeof(BuildTargetGroup))) {
|
|
string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(group);
|
|
if (defines.Contains(SPINE_TK2D_DEFINE)) {
|
|
removed = true;
|
|
if (defines.Contains(SPINE_TK2D_DEFINE + ";"))
|
|
defines = defines.Replace(SPINE_TK2D_DEFINE + ";", "");
|
|
else
|
|
defines = defines.Replace(SPINE_TK2D_DEFINE, "");
|
|
|
|
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, defines);
|
|
}
|
|
}
|
|
|
|
if (removed) {
|
|
Debug.LogWarning("Removing Scripting Define Symbol " + SPINE_TK2D_DEFINE);
|
|
} else {
|
|
Debug.LogWarning("Already Removed Scripting Define Symbol " + SPINE_TK2D_DEFINE);
|
|
}
|
|
}
|
|
#endregion
|
|
|
|
#region Handles
|
|
static public void DrawBone (Matrix4x4 transformMatrix) {
|
|
SpineEditorUtilities.Icons.BoneMaterial.SetPass(0);
|
|
Graphics.DrawMeshNow(SpineEditorUtilities.Icons.BoneMesh, transformMatrix);
|
|
}
|
|
|
|
static float[] pathVertexBuffer;
|
|
static public void DrawPath (Slot s, PathAttachment p, Transform t) {
|
|
int worldVerticesLength = p.WorldVerticesLength;
|
|
|
|
if (pathVertexBuffer == null || pathVertexBuffer.Length < worldVerticesLength)
|
|
pathVertexBuffer = new float[worldVerticesLength];
|
|
|
|
float[] pv = pathVertexBuffer;
|
|
p.ComputeWorldVertices(s, pv);
|
|
|
|
var ocolor = Handles.color;
|
|
Handles.color = new Color(254f/255f, 127f/255f, 0); // Path orange
|
|
|
|
Matrix4x4 m = t.localToWorldMatrix;
|
|
const int step = 6;
|
|
int n = worldVerticesLength - step;
|
|
Vector3 p0, p1, p2, p3;
|
|
for (int i = 2; i < n; i += step) {
|
|
p0 = m.MultiplyPoint(new Vector3(pv[i], pv[i+1]));
|
|
p1 = m.MultiplyPoint(new Vector3(pv[i+2], pv[i+3]));
|
|
p2 = m.MultiplyPoint(new Vector3(pv[i+4], pv[i+5]));
|
|
p3 = m.MultiplyPoint(new Vector3(pv[i+6], pv[i+7]));
|
|
DrawCubicBezier(p0, p1, p2, p3);
|
|
}
|
|
|
|
n += step;
|
|
if (p.Closed) {
|
|
p0 = m.MultiplyPoint(new Vector3(pv[n - 4], pv[n - 3]));
|
|
p1 = m.MultiplyPoint(new Vector3(pv[n - 2], pv[n - 1]));
|
|
p2 = m.MultiplyPoint(new Vector3(pv[0], pv[1]));
|
|
p3 = m.MultiplyPoint(new Vector3(pv[2], pv[3]));
|
|
DrawCubicBezier(p0, p1, p2, p3);
|
|
}
|
|
|
|
const float endCapSize = 0.05f;
|
|
var q = Quaternion.identity;
|
|
Handles.DotCap(0, m.MultiplyPoint(new Vector3(pv[2], pv[3])), q, endCapSize);
|
|
// if (!p.Closed) Handles.DotCap(0, m.MultiplyPoint(new Vector3(pv[n - 4], pv[n - 3])), q, endCapSize);
|
|
|
|
Handles.color = ocolor;
|
|
}
|
|
|
|
static public void DrawCubicBezier (Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3) {
|
|
Handles.DrawBezier(p0, p3, p1, p2, Handles.color, Texture2D.whiteTexture, 2f);
|
|
// const float dotSize = 0.01f;
|
|
// Quaternion q = Quaternion.identity;
|
|
// Handles.DotCap(0, p0, q, dotSize);
|
|
// Handles.DotCap(0, p1, q, dotSize);
|
|
// Handles.DotCap(0, p2, q, dotSize);
|
|
// Handles.DotCap(0, p3, q, dotSize);
|
|
// Handles.DrawLine(p0, p1);
|
|
// Handles.DrawLine(p3, p2);
|
|
}
|
|
#endregion
|
|
|
|
public static string GetPathSafeRegionName (AtlasRegion region) {
|
|
return region.name.Replace("/", "_");
|
|
}
|
|
}
|
|
|
|
}
|
|
|