2014-09-11 20:10:33 -07:00

317 lines
10 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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.
*****************************************************************************/
/*****************************************************************************
* Skeleton Utility created by Mitch Thompson
* Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/
using UnityEngine;
using UnityEditor;
#if UNITY_4_3
//nothing
#else
using UnityEditor.AnimatedValues;
#endif
using System.Collections;
using System.Collections.Generic;
using Spine;
using System.Reflection;
[CustomEditor(typeof(SkeletonUtility))]
public class SkeletonUtilityInspector : Editor {
public static void AttachIcon(SkeletonUtilityBone utilityBone){
Skeleton skeleton = utilityBone.skeletonUtility.skeletonRenderer.skeleton;
Texture2D icon;
if(utilityBone.bone.Data.Length == 0)
icon = SpineEditorUtilities.Icons.nullBone;
else
icon = SpineEditorUtilities.Icons.boneNib;
foreach(IkConstraint c in skeleton.IkConstraints){
if(c.Target == utilityBone.bone){
icon = SpineEditorUtilities.Icons.constraintNib;
break;
}
}
typeof(EditorGUIUtility).InvokeMember("SetIconForObject", BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic, null, null, new object[2]{ utilityBone.gameObject, icon});
}
static void AttachIconsToChildren(Transform root){
if(root != null){
var utilityBones = root.GetComponentsInChildren<SkeletonUtilityBone>();
foreach(var utilBone in utilityBones){
AttachIcon(utilBone);
}
}
}
static SkeletonUtilityInspector(){
#if UNITY_4_3
showSlots = false;
#else
showSlots = new AnimBool(false);
#endif
}
SkeletonUtility skeletonUtility;
Skeleton skeleton;
SkeletonRenderer skeletonRenderer;
Transform transform;
bool isPrefab;
Dictionary<Slot, List<Attachment>> attachmentTable = new Dictionary<Slot, List<Attachment>>();
//GUI stuff
#if UNITY_4_3
static bool showSlots;
#else
static AnimBool showSlots;
#endif
void OnEnable(){
skeletonUtility = (SkeletonUtility)target;
skeletonRenderer = skeletonUtility.GetComponent<SkeletonRenderer>();
skeleton = skeletonRenderer.skeleton;
transform = skeletonRenderer.transform;
if(skeleton == null){
skeletonRenderer.Reset();
skeletonRenderer.LateUpdate();
skeleton = skeletonRenderer.skeleton;
}
UpdateAttachments();
if(PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab)
isPrefab = true;
}
void OnDestroy(){
}
void OnSceneGUI(){
if(skeleton == null){
OnEnable();
return;
}
float flipRotation = skeleton.FlipX ? -1 : 1;
foreach(Bone b in skeleton.Bones){
Vector3 vec = transform.TransformPoint(new Vector3(b.WorldX, b.WorldY, 0));
Quaternion rot = Quaternion.Euler(0,0,b.WorldRotation * flipRotation);
Vector3 forward = transform.TransformDirection( rot * Vector3.right);
forward *= flipRotation;
SpineEditorUtilities.Icons.boneMaterial.SetPass(0);
Graphics.DrawMeshNow( SpineEditorUtilities.Icons.boneMesh, Matrix4x4.TRS ( vec, Quaternion.LookRotation(transform.forward, forward), Vector3.one * b.Data.Length * b.WorldScaleX));
}
}
void UpdateAttachments(){
attachmentTable = new Dictionary<Slot, List<Attachment>>();
Skin skin = skeleton.Skin;
if(skin == null){
skin = skeletonRenderer.skeletonDataAsset.GetSkeletonData(true).DefaultSkin;
}
for(int i = skeleton.Slots.Count-1; i >= 0; i--){
List<Attachment> attachments = new List<Attachment>();
skin.FindAttachmentsForSlot(i, attachments);
attachmentTable.Add(skeleton.Slots[i], attachments);
}
}
void SpawnHierarchyButton(string label, string tooltip, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca, params GUILayoutOption[] options){
GUIContent content = new GUIContent(label, tooltip);
if(GUILayout.Button(content, options)){
if(skeletonUtility.skeletonRenderer == null)
skeletonUtility.skeletonRenderer = skeletonUtility.GetComponent<SkeletonRenderer>();
if(skeletonUtility.boneRoot != null){
return;
}
skeletonUtility.SpawnHierarchy(mode, pos, rot, sca);
SkeletonUtilityBone[] boneComps = skeletonUtility.GetComponentsInChildren<SkeletonUtilityBone>();
foreach(SkeletonUtilityBone b in boneComps)
AttachIcon(b);
}
}
public override void OnInspectorGUI ()
{
if(isPrefab){
GUILayout.Label(new GUIContent("Cannot edit Prefabs", SpineEditorUtilities.Icons.warning));
return;
}
skeletonUtility.boneRoot = (Transform)EditorGUILayout.ObjectField( "Bone Root", skeletonUtility.boneRoot, typeof(Transform), true);
GUILayout.BeginHorizontal();
EditorGUI.BeginDisabledGroup(skeletonUtility.boneRoot != null);
{
if(GUILayout.Button(new GUIContent("Spawn Hierarchy", SpineEditorUtilities.Icons.skeleton), GUILayout.Width(150), GUILayout.Height(24)))
SpawnHierarchyContextMenu();
}
EditorGUI.EndDisabledGroup();
if(GUILayout.Button(new GUIContent("Spawn Submeshes", SpineEditorUtilities.Icons.subMeshRenderer), GUILayout.Width(150), GUILayout.Height(24)))
skeletonUtility.SpawnSubRenderers(true);
GUILayout.EndHorizontal();
EditorGUI.BeginChangeCheck();
skeleton.FlipX = EditorGUILayout.ToggleLeft("Flip X", skeleton.FlipX);
skeleton.FlipY = EditorGUILayout.ToggleLeft("Flip Y", skeleton.FlipY);
if(EditorGUI.EndChangeCheck()){
skeletonRenderer.LateUpdate();
SceneView.RepaintAll();
}
#if UNITY_4_3
showSlots = EditorGUILayout.Foldout(showSlots, "Slots");
#else
showSlots.target = EditorGUILayout.Foldout(showSlots.target, "Slots");
if(EditorGUILayout.BeginFadeGroup(showSlots.faded)){
#endif
foreach(KeyValuePair<Slot, List<Attachment>> pair in attachmentTable){
Slot slot = pair.Key;
EditorGUILayout.BeginHorizontal();
EditorGUI.indentLevel = 1;
EditorGUILayout.LabelField(new GUIContent(slot.Data.Name, SpineEditorUtilities.Icons.slot), GUILayout.ExpandWidth(false));
EditorGUI.BeginChangeCheck();
Color c = EditorGUILayout.ColorField(new Color(slot.R, slot.G, slot.B, slot.A), GUILayout.Width(60));
if(EditorGUI.EndChangeCheck()){
slot.SetColor( c );
skeletonRenderer.LateUpdate();
}
EditorGUILayout.EndHorizontal();
foreach(Attachment attachment in pair.Value){
if(slot.Attachment == attachment){
GUI.contentColor = Color.white;
}
else{
GUI.contentColor = Color.grey;
}
EditorGUI.indentLevel = 2;
bool isAttached = attachment == slot.Attachment;
Texture2D icon = null;
if(attachment is MeshAttachment || attachment is SkinnedMeshAttachment)
icon = SpineEditorUtilities.Icons.mesh;
else
icon = SpineEditorUtilities.Icons.image;
bool swap = EditorGUILayout.ToggleLeft( new GUIContent( attachment.Name, icon ), attachment == slot.Attachment );
if(!isAttached && swap){
slot.Attachment = attachment;
skeletonRenderer.LateUpdate();
}
else if(isAttached && !swap){
slot.Attachment = null;
skeletonRenderer.LateUpdate();
}
GUI.contentColor = Color.white;
}
}
#if UNITY_4_3
#else
}
EditorGUILayout.EndFadeGroup();
if(showSlots.isAnimating)
Repaint();
#endif
}
void SpawnHierarchyContextMenu(){
GenericMenu menu = new GenericMenu();
menu.AddItem(new GUIContent("Follow"), false, SpawnFollowHierarchy);
menu.AddItem(new GUIContent("Follow (Root Only)"), false, SpawnFollowHierarchyRootOnly);
menu.AddSeparator("");
menu.AddItem(new GUIContent("Override"), false, SpawnOverrideHierarchy);
menu.AddItem(new GUIContent("Override (Root Only)"), false, SpawnOverrideHierarchyRootOnly);
menu.ShowAsContext();
}
void SpawnFollowHierarchy(){
Selection.activeGameObject = skeletonUtility.SpawnHierarchy( SkeletonUtilityBone.Mode.Follow, true, true, true );
AttachIconsToChildren( skeletonUtility.boneRoot );
}
void SpawnFollowHierarchyRootOnly(){
Selection.activeGameObject = skeletonUtility.SpawnRoot( SkeletonUtilityBone.Mode.Follow, true, true, true );
AttachIconsToChildren( skeletonUtility.boneRoot );
}
void SpawnOverrideHierarchy(){
Selection.activeGameObject = skeletonUtility.SpawnHierarchy( SkeletonUtilityBone.Mode.Override, true, true, true );
AttachIconsToChildren( skeletonUtility.boneRoot );
}
void SpawnOverrideHierarchyRootOnly(){
Selection.activeGameObject = skeletonUtility.SpawnRoot( SkeletonUtilityBone.Mode.Override, true, true, true );
AttachIconsToChildren( skeletonUtility.boneRoot );
}
}