/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER #define NEW_PREFAB_SYSTEM #endif using UnityEngine; using UnityEditor; using UnityEditor.AnimatedValues; using System.Collections.Generic; using Spine; using System.Reflection; namespace Spine.Unity.Editor { using Icons = SpineEditorUtilities.Icons; [CustomEditor(typeof(SkeletonUtility))] public class SkeletonUtilityInspector : UnityEditor.Editor { SkeletonUtility skeletonUtility; Skeleton skeleton; SkeletonRenderer skeletonRenderer; SkeletonGraphic skeletonGraphic; #if !NEW_PREFAB_SYSTEM bool isPrefab; #endif readonly GUIContent SpawnHierarchyButtonLabel = new GUIContent("Spawn Hierarchy", Icons.skeleton); void OnEnable () { skeletonUtility = (SkeletonUtility)target; skeletonRenderer = skeletonUtility.skeletonRenderer; skeletonGraphic = skeletonUtility.skeletonGraphic; skeleton = skeletonUtility.Skeleton; if (skeleton == null) { if (skeletonRenderer != null) { skeletonRenderer.Initialize(false); skeletonRenderer.LateUpdate(); } else if (skeletonGraphic != null) { skeletonGraphic.Initialize(false); skeletonGraphic.LateUpdate(); } skeleton = skeletonUtility.Skeleton; } if ((skeletonRenderer != null && !skeletonRenderer.valid) || (skeletonGraphic != null && !skeletonGraphic.IsValid)) return; #if !NEW_PREFAB_SYSTEM isPrefab |= PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab; #endif } public override void OnInspectorGUI () { #if !NEW_PREFAB_SYSTEM if (isPrefab) { GUILayout.Label(new GUIContent("Cannot edit Prefabs", Icons.warning)); return; } #endif serializedObject.Update(); if ((skeletonRenderer != null && !skeletonRenderer.valid) || (skeletonGraphic != null && !skeletonGraphic.IsValid)) { GUILayout.Label(new GUIContent("Spine Component invalid. Check Skeleton Data Asset.", Icons.warning)); return; } EditorGUILayout.PropertyField(serializedObject.FindProperty("boneRoot"), SpineInspectorUtility.TempContent("Skeleton Root")); EditorGUILayout.PropertyField(serializedObject.FindProperty("flipBy180DegreeRotation"), SpineInspectorUtility.TempContent("Flip by Rotation", null, "If true, Skeleton.ScaleX and Skeleton.ScaleY are followed " + "by 180 degree rotation. If false, negative Transform scale is used. " + "Note that using negative scale is consistent with previous behaviour (hence the default), " + "however causes serious problems with rigidbodies and physics. Therefore, it is recommended to " + "enable this parameter where possible. When creating hinge chains for a chain of skeleton bones " + "via SkeletonUtilityBone, it is mandatory to have this parameter enabled.")); bool hasRootBone = skeletonUtility.boneRoot != null; if (!hasRootBone) EditorGUILayout.HelpBox("No hierarchy found. Use Spawn Hierarchy to generate GameObjects for bones.", MessageType.Info); using (new EditorGUI.DisabledGroupScope(hasRootBone)) { if (SpineInspectorUtility.LargeCenteredButton(SpawnHierarchyButtonLabel)) SpawnHierarchyContextMenu(); } if (hasRootBone) { if (SpineInspectorUtility.CenteredButton(new GUIContent("Remove Hierarchy"))) { Undo.RegisterCompleteObjectUndo(skeletonUtility, "Remove Hierarchy"); Undo.DestroyObjectImmediate(skeletonUtility.boneRoot.gameObject); skeletonUtility.boneRoot = null; } } serializedObject.ApplyModifiedProperties(); } void SpawnHierarchyContextMenu () { var menu = new GenericMenu(); menu.AddItem(new GUIContent("Follow all bones"), false, SpawnFollowHierarchy); menu.AddItem(new GUIContent("Follow (Root Only)"), false, SpawnFollowHierarchyRootOnly); menu.AddSeparator(""); menu.AddItem(new GUIContent("Override all bones"), false, SpawnOverrideHierarchy); menu.AddItem(new GUIContent("Override (Root Only)"), false, SpawnOverrideHierarchyRootOnly); menu.ShowAsContext(); } public static void AttachIcon (SkeletonUtilityBone boneComponent) { Skeleton skeleton = boneComponent.hierarchy.Skeleton; Texture2D icon = boneComponent.bone.Data.Length == 0 ? Icons.nullBone : Icons.boneNib; foreach (IkConstraint c in skeleton.IkConstraints) if (c.Target == boneComponent.bone) { icon = Icons.constraintNib; break; } typeof(EditorGUIUtility).InvokeMember("SetIconForObject", BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic, null, null, new object[2] { boneComponent.gameObject, icon }); } static void AttachIconsToChildren (Transform root) { if (root != null) { var utilityBones = root.GetComponentsInChildren(); foreach (var utilBone in utilityBones) AttachIcon(utilBone); } } void SpawnFollowHierarchy () { Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Hierarchy"); Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Follow, true, true, true); AttachIconsToChildren(skeletonUtility.boneRoot); } void SpawnFollowHierarchyRootOnly () { Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Root"); Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Follow, true, true, true); AttachIconsToChildren(skeletonUtility.boneRoot); } void SpawnOverrideHierarchy () { Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Hierarchy"); Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Override, true, true, true); AttachIconsToChildren(skeletonUtility.boneRoot); } void SpawnOverrideHierarchyRootOnly () { Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Root"); Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Override, true, true, true); AttachIconsToChildren(skeletonUtility.boneRoot); } } }