mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-04 06:39:09 +08:00
120 lines
5.0 KiB
C#
120 lines
5.0 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, 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 (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEditor;
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using UnityEngine;
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(BoneFollower))]
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public class BoneFollowerInspector : UnityEditor.Editor {
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SerializedProperty boneName, skeletonRenderer, followZPosition, followBoneRotation;
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BoneFollower targetBoneFollower;
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bool needsReset;
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void OnEnable () {
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skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
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boneName = serializedObject.FindProperty("boneName");
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followBoneRotation = serializedObject.FindProperty("followBoneRotation");
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followZPosition = serializedObject.FindProperty("followZPosition");
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targetBoneFollower = (BoneFollower)target;
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if (targetBoneFollower.SkeletonRenderer != null)
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targetBoneFollower.SkeletonRenderer.Initialize(false);
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}
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override public void OnInspectorGUI () {
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if (needsReset) {
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targetBoneFollower.Initialize();
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targetBoneFollower.LateUpdate();
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needsReset = false;
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SceneView.RepaintAll();
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}
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serializedObject.Update();
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// Find Renderer
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if (skeletonRenderer.objectReferenceValue == null) {
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SkeletonRenderer parentRenderer = BoneFollowerInspector.GetInParent<SkeletonRenderer>(targetBoneFollower.transform);
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if (parentRenderer != null) {
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Debug.Log("Inspector automatically assigned BoneFollower.SkeletonRenderer");
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skeletonRenderer.objectReferenceValue = parentRenderer;
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}
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}
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EditorGUILayout.PropertyField(skeletonRenderer);
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if (targetBoneFollower.valid) {
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(boneName);
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if (EditorGUI.EndChangeCheck()) {
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serializedObject.ApplyModifiedProperties();
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needsReset = true;
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serializedObject.Update();
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}
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EditorGUILayout.PropertyField(followBoneRotation);
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EditorGUILayout.PropertyField(followZPosition);
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} else {
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var boneFollowerSkeletonRenderer = targetBoneFollower.skeletonRenderer;
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if (boneFollowerSkeletonRenderer == null) {
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EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonAnimator).", MessageType.Warning);
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} else {
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boneFollowerSkeletonRenderer.Initialize(false);
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if (boneFollowerSkeletonRenderer.skeletonDataAsset == null)
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EditorGUILayout.HelpBox("Assigned SkeletonRenderer does not have SkeletonData assigned to it.", MessageType.Warning);
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if (!boneFollowerSkeletonRenderer.valid)
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EditorGUILayout.HelpBox("Assigned SkeletonRenderer is invalid. Check target SkeletonRenderer, its SkeletonDataAsset or the console for other errors.", MessageType.Warning);
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}
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}
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var current = UnityEngine.Event.current;
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bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
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if (serializedObject.ApplyModifiedProperties() || wasUndo)
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targetBoneFollower.Initialize();
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}
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public static T GetInParent<T> (Transform origin) where T : Component {
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#if UNITY_4_3
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Transform parent = origin.parent;
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while (parent.GetComponent<T>() == null) {
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parent = parent.parent;
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if(parent == null)
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return default(T);
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}
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return parent.GetComponent<T>();
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#else
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return origin.GetComponentInParent<T>();
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#endif
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}
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}
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}
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