286 lines
8.6 KiB
C#

/*****************************************************************************
* 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;
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonUtility))]
public class SkeletonUtilityInspector : UnityEditor.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.Initialize(false);
skeletonRenderer.LateUpdate();
skeleton = skeletonRenderer.skeleton;
}
UpdateAttachments();
if (PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab)
isPrefab = true;
}
void OnSceneGUI () {
if (skeleton == null) {
OnEnable();
return;
}
// MITCH
//float flipRotation = skeleton.FlipX ? -1 : 1;
const float flipRotation = 1;
foreach (Bone b in skeleton.Bones) {
Vector3 vec = transform.TransformPoint(new Vector3(b.WorldX, b.WorldY, 0));
// MITCH
Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX * 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.Items[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 WeightedMeshAttachment)
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);
}
}
}