spine-runtimes/spine-unity/Assets/spine-unity/Editor/SkeletonRendererInspector.cs

156 lines
6.2 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.
*****************************************************************************/
using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(SkeletonRenderer))]
public class SkeletonRendererInspector : Editor {
protected static bool advancedFoldout;
protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, submeshSeparators, front;
private static MethodInfo EditorGUILayoutSortingLayerField;
protected SerializedObject rendererSerializedObject;
protected SerializedProperty sortingLayerIDProperty;
protected virtual void OnEnable () {
SpineEditorUtilities.ConfirmInitialization();
skeletonDataAsset = serializedObject.FindProperty("skeletonDataAsset");
initialSkinName = serializedObject.FindProperty("initialSkinName");
normals = serializedObject.FindProperty("calculateNormals");
tangents = serializedObject.FindProperty("calculateTangents");
meshes = serializedObject.FindProperty("renderMeshes");
immutableTriangles = serializedObject.FindProperty("immutableTriangles");
submeshSeparators = serializedObject.FindProperty("submeshSeparators");
front = serializedObject.FindProperty("frontFacing");
if(EditorGUILayoutSortingLayerField == null)
EditorGUILayoutSortingLayerField = typeof(EditorGUILayout).GetMethod("SortingLayerField", BindingFlags.Static | BindingFlags.NonPublic, null, new Type[] { typeof(GUIContent), typeof(SerializedProperty), typeof(GUIStyle) }, null);
rendererSerializedObject = new SerializedObject(((SkeletonRenderer)target).GetComponent<Renderer>());
sortingLayerIDProperty = rendererSerializedObject.FindProperty("m_SortingLayerID");
}
protected virtual void gui () {
SkeletonRenderer component = (SkeletonRenderer)target;
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(skeletonDataAsset);
float reloadWidth = GUI.skin.label.CalcSize(new GUIContent("Reload")).x + 20;
if (GUILayout.Button("Reload", GUILayout.Width(reloadWidth))) {
if (component.skeletonDataAsset != null) {
foreach (AtlasAsset aa in component.skeletonDataAsset.atlasAssets) {
if (aa != null)
aa.Reset();
}
component.skeletonDataAsset.Reset();
}
component.Reset();
}
EditorGUILayout.EndHorizontal();
if (!component.valid) {
component.Reset();
component.LateUpdate();
if (!component.valid)
return;
}
// Initial skin name.
{
String[] skins = new String[component.skeleton.Data.Skins.Count];
int skinIndex = 0;
for (int i = 0; i < skins.Length; i++) {
String name = component.skeleton.Data.Skins[i].Name;
skins[i] = name;
if (name == initialSkinName.stringValue)
skinIndex = i;
}
skinIndex = EditorGUILayout.Popup("Initial Skin", skinIndex, skins);
initialSkinName.stringValue = skins[skinIndex];
}
EditorGUILayout.Space();
// Sorting Layers
{
var renderer = component.GetComponent<Renderer>();
if(renderer != null) {
EditorGUI.BeginChangeCheck();
if(EditorGUILayoutSortingLayerField != null && sortingLayerIDProperty != null) {
EditorGUILayoutSortingLayerField.Invoke(null, new object[] { new GUIContent("Sorting Layer"), sortingLayerIDProperty, EditorStyles.popup } );
} else {
renderer.sortingLayerID = EditorGUILayout.IntField("Sorting Layer ID", renderer.sortingLayerID);
}
renderer.sortingOrder = EditorGUILayout.IntField("Order in Layer", renderer.sortingOrder);
if(EditorGUI.EndChangeCheck()) {
rendererSerializedObject.ApplyModifiedProperties();
EditorUtility.SetDirty(renderer);
}
}
}
// More Render Options...
{
advancedFoldout = EditorGUILayout.Foldout(advancedFoldout, "Advanced");
if(advancedFoldout) {
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(meshes,
new GUIContent("Render Meshes", "Disable to optimize rendering for skeletons that don't use meshes"));
EditorGUILayout.PropertyField(immutableTriangles,
new GUIContent("Immutable Triangles", "Enable to optimize rendering for skeletons that never change attachment visbility"));
EditorGUILayout.PropertyField(normals);
EditorGUILayout.PropertyField(tangents);
EditorGUILayout.PropertyField(front);
EditorGUILayout.PropertyField(submeshSeparators, true);
EditorGUI.indentLevel--;
}
}
}
override public void OnInspectorGUI () {
serializedObject.Update();
gui();
if (serializedObject.ApplyModifiedProperties() ||
(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
) {
if (!Application.isPlaying)
((SkeletonRenderer)target).Reset();
}
}
}