mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-02 13:49:07 +08:00
306 lines
10 KiB
C#
306 lines
10 KiB
C#
/******************************************************************************
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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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// Contributed by: Mitch Thompson
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using UnityEngine;
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using UnityEditor;
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#if UNITY_4_3
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//nothing
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#else
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using UnityEditor.AnimatedValues;
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#endif
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using System.Collections.Generic;
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using Spine;
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using System.Reflection;
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(SkeletonUtility))]
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public class SkeletonUtilityInspector : UnityEditor.Editor {
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public static void AttachIcon (SkeletonUtilityBone utilityBone) {
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Skeleton skeleton = utilityBone.skeletonUtility.skeletonRenderer.skeleton;
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Texture2D icon;
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if (utilityBone.bone.Data.Length == 0)
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icon = SpineEditorUtilities.Icons.nullBone;
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else
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icon = SpineEditorUtilities.Icons.boneNib;
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foreach (IkConstraint c in skeleton.IkConstraints) {
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if (c.Target == utilityBone.bone) {
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icon = SpineEditorUtilities.Icons.constraintNib;
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break;
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}
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}
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typeof(EditorGUIUtility).InvokeMember("SetIconForObject", BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic, null, null, new object[2] {
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utilityBone.gameObject,
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icon
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});
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}
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static void AttachIconsToChildren (Transform root) {
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if (root != null) {
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var utilityBones = root.GetComponentsInChildren<SkeletonUtilityBone>();
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foreach (var utilBone in utilityBones) {
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AttachIcon(utilBone);
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}
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}
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}
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static SkeletonUtilityInspector () {
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#if UNITY_4_3
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showSlots = false;
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#else
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showSlots = new AnimBool(false);
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#endif
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}
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SkeletonUtility skeletonUtility;
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Skeleton skeleton;
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SkeletonRenderer skeletonRenderer;
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Transform transform;
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bool isPrefab;
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Dictionary<Slot, List<Attachment>> attachmentTable = new Dictionary<Slot, List<Attachment>>();
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//GUI stuff
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#if UNITY_4_3
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static bool showSlots;
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#else
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static AnimBool showSlots;
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#endif
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void OnEnable () {
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skeletonUtility = (SkeletonUtility)target;
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skeletonRenderer = skeletonUtility.GetComponent<SkeletonRenderer>();
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skeleton = skeletonRenderer.skeleton;
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transform = skeletonRenderer.transform;
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if (skeleton == null) {
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skeletonRenderer.Initialize(false);
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skeletonRenderer.LateUpdate();
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skeleton = skeletonRenderer.skeleton;
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}
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if (!skeletonRenderer.valid) return;
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UpdateAttachments();
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isPrefab |= PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab;
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}
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void OnSceneGUI () {
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if (skeleton == null) {
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OnEnable();
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return;
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}
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var m = transform.localToWorldMatrix;
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foreach (Bone b in skeleton.Bones) {
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Vector3 pos = new Vector3(b.WorldX, b.WorldY, 0);
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Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX - 90f);
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Vector3 scale = Vector3.one * b.Data.Length * b.WorldScaleX;
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const float mx = 2.5f;
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scale.x = Mathf.Clamp(scale.x, -mx, mx);
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SpineEditorUtilities.DrawBone(m * Matrix4x4.TRS(pos, rot, scale));
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}
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foreach (Slot s in skeleton.DrawOrder) {
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var p = s.Attachment as PathAttachment;
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if (p != null) SpineEditorUtilities.DrawPath(s, p, transform);
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}
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}
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void UpdateAttachments () {
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attachmentTable = new Dictionary<Slot, List<Attachment>>();
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Skin skin = skeleton.Skin ?? skeletonRenderer.skeletonDataAsset.GetSkeletonData(true).DefaultSkin;
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for (int i = skeleton.Slots.Count-1; i >= 0; i--) {
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List<Attachment> attachments = new List<Attachment>();
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skin.FindAttachmentsForSlot(i, attachments);
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attachmentTable.Add(skeleton.Slots.Items[i], attachments);
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}
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}
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void SpawnHierarchyButton (string label, string tooltip, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca, params GUILayoutOption[] options) {
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GUIContent content = new GUIContent(label, tooltip);
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if (GUILayout.Button(content, options)) {
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if (skeletonUtility.skeletonRenderer == null)
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skeletonUtility.skeletonRenderer = skeletonUtility.GetComponent<SkeletonRenderer>();
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if (skeletonUtility.boneRoot != null) {
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return;
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}
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skeletonUtility.SpawnHierarchy(mode, pos, rot, sca);
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SkeletonUtilityBone[] boneComps = skeletonUtility.GetComponentsInChildren<SkeletonUtilityBone>();
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foreach (SkeletonUtilityBone b in boneComps)
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AttachIcon(b);
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}
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}
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public override void OnInspectorGUI () {
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if (isPrefab) {
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GUILayout.Label(new GUIContent("Cannot edit Prefabs", SpineEditorUtilities.Icons.warning));
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return;
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}
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if (!skeletonRenderer.valid) {
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GUILayout.Label(new GUIContent("Spine Component invalid. Check Skeleton Data Asset.", SpineEditorUtilities.Icons.warning));
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return;
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}
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skeletonUtility.boneRoot = (Transform)EditorGUILayout.ObjectField("Bone Root", skeletonUtility.boneRoot, typeof(Transform), true);
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using (new GUILayout.HorizontalScope()) {
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using (new EditorGUI.DisabledGroupScope(skeletonUtility.boneRoot != null)) {
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if (GUILayout.Button(new GUIContent("Spawn Hierarchy", SpineEditorUtilities.Icons.skeleton), GUILayout.Width(150), GUILayout.Height(24)))
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SpawnHierarchyContextMenu();
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}
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// if (GUILayout.Button(new GUIContent("Spawn Submeshes", SpineEditorUtilities.Icons.subMeshRenderer), GUILayout.Width(150), GUILayout.Height(24)))
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// skeletonUtility.SpawnSubRenderers(true);
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}
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EditorGUI.BeginChangeCheck();
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skeleton.FlipX = EditorGUILayout.ToggleLeft("Flip X", skeleton.FlipX);
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skeleton.FlipY = EditorGUILayout.ToggleLeft("Flip Y", skeleton.FlipY);
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if (EditorGUI.EndChangeCheck()) {
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skeletonRenderer.LateUpdate();
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SceneView.RepaintAll();
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}
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#if UNITY_4_3
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showSlots = EditorGUILayout.Foldout(showSlots, "Slots");
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#else
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showSlots.target = EditorGUILayout.Foldout(showSlots.target, "Slots");
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if (EditorGUILayout.BeginFadeGroup(showSlots.faded)) {
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#endif
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foreach (KeyValuePair<Slot, List<Attachment>> pair in attachmentTable) {
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Slot slot = pair.Key;
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EditorGUILayout.BeginHorizontal();
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EditorGUI.indentLevel = 1;
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EditorGUILayout.LabelField(new GUIContent(slot.Data.Name, SpineEditorUtilities.Icons.slot), GUILayout.ExpandWidth(false));
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EditorGUI.BeginChangeCheck();
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Color c = EditorGUILayout.ColorField(new Color(slot.R, slot.G, slot.B, slot.A), GUILayout.Width(60));
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if (EditorGUI.EndChangeCheck()) {
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slot.SetColor(c);
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skeletonRenderer.LateUpdate();
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}
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EditorGUILayout.EndHorizontal();
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foreach (Attachment attachment in pair.Value) {
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if (slot.Attachment == attachment) {
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GUI.contentColor = Color.white;
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} else {
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GUI.contentColor = Color.grey;
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}
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EditorGUI.indentLevel = 2;
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bool isAttached = attachment == slot.Attachment;
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Texture2D icon = null;
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if (attachment is MeshAttachment)
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icon = SpineEditorUtilities.Icons.mesh;
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else
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icon = SpineEditorUtilities.Icons.image;
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bool swap = EditorGUILayout.ToggleLeft(new GUIContent(attachment.Name, icon), attachment == slot.Attachment);
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if (!isAttached && swap) {
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slot.Attachment = attachment;
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skeletonRenderer.LateUpdate();
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} else if (isAttached && !swap) {
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slot.Attachment = null;
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skeletonRenderer.LateUpdate();
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}
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GUI.contentColor = Color.white;
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}
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}
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#if UNITY_4_3
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#else
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}
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EditorGUILayout.EndFadeGroup();
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if (showSlots.isAnimating)
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Repaint();
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#endif
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}
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void SpawnHierarchyContextMenu () {
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GenericMenu menu = new GenericMenu();
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menu.AddItem(new GUIContent("Follow"), false, SpawnFollowHierarchy);
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menu.AddItem(new GUIContent("Follow (Root Only)"), false, SpawnFollowHierarchyRootOnly);
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menu.AddSeparator("");
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menu.AddItem(new GUIContent("Override"), false, SpawnOverrideHierarchy);
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menu.AddItem(new GUIContent("Override (Root Only)"), false, SpawnOverrideHierarchyRootOnly);
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menu.ShowAsContext();
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}
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void SpawnFollowHierarchy () {
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Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Follow, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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void SpawnFollowHierarchyRootOnly () {
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Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Follow, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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void SpawnOverrideHierarchy () {
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Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Override, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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void SpawnOverrideHierarchyRootOnly () {
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Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Override, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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}
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}
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