/****************************************************************************** * 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. *****************************************************************************/ using UnityEditor; using UnityEngine; namespace Spine.Unity.Editor { using Editor = UnityEditor.Editor; using Event = UnityEngine.Event; [CustomEditor(typeof(BoneFollower)), CanEditMultipleObjects] public class BoneFollowerInspector : Editor { SerializedProperty boneName, skeletonRenderer, followXYPosition, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip, maintainedAxisOrientation; BoneFollower targetBoneFollower; bool needsReset; #region Context Menu Item [MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject")] static void AddBoneFollowerGameObject (MenuCommand cmd) { var skeletonRenderer = cmd.context as SkeletonRenderer; var go = EditorInstantiation.NewGameObject("New BoneFollower", true); var t = go.transform; t.SetParent(skeletonRenderer.transform); t.localPosition = Vector3.zero; var f = go.AddComponent(); f.skeletonRenderer = skeletonRenderer; EditorGUIUtility.PingObject(t); Undo.RegisterCreatedObjectUndo(go, "Add BoneFollower"); } // Validate [MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject", true)] static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) { var skeletonRenderer = cmd.context as SkeletonRenderer; return skeletonRenderer.valid; } [MenuItem("CONTEXT/BoneFollower/Rename BoneFollower GameObject")] static void RenameGameObject (MenuCommand cmd) { AutonameGameObject(cmd.context as BoneFollower); } #endregion static void AutonameGameObject (BoneFollower boneFollower) { if (boneFollower == null) return; string boneName = boneFollower.boneName; boneFollower.gameObject.name = string.IsNullOrEmpty(boneName) ? "BoneFollower" : string.Format("{0} (BoneFollower)", boneName); } void OnEnable () { skeletonRenderer = serializedObject.FindProperty("skeletonRenderer"); boneName = serializedObject.FindProperty("boneName"); followBoneRotation = serializedObject.FindProperty("followBoneRotation"); followXYPosition = serializedObject.FindProperty("followXYPosition"); followZPosition = serializedObject.FindProperty("followZPosition"); followLocalScale = serializedObject.FindProperty("followLocalScale"); followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip"); maintainedAxisOrientation = serializedObject.FindProperty("maintainedAxisOrientation"); targetBoneFollower = (BoneFollower)target; if (targetBoneFollower.SkeletonRenderer != null) targetBoneFollower.SkeletonRenderer.Initialize(false); if (!targetBoneFollower.valid || needsReset) { targetBoneFollower.Initialize(); targetBoneFollower.LateUpdate(); needsReset = false; SceneView.RepaintAll(); } } public void OnSceneGUI () { var tbf = target as BoneFollower; var skeletonRendererComponent = tbf.skeletonRenderer; if (skeletonRendererComponent == null) return; var transform = skeletonRendererComponent.transform; var skeleton = skeletonRendererComponent.skeleton; if (string.IsNullOrEmpty(boneName.stringValue)) { SpineHandles.DrawBones(transform, skeleton); SpineHandles.DrawBoneNames(transform, skeleton); Handles.Label(tbf.transform.position, "No bone selected", EditorStyles.helpBox); } else { var targetBone = tbf.bone; if (targetBone == null) return; SpineHandles.DrawBoneWireframe(transform, targetBone, SpineHandles.TransformContraintColor); Handles.Label(targetBone.GetWorldPosition(transform), targetBone.Data.Name, SpineHandles.BoneNameStyle); } } override public void OnInspectorGUI () { if (serializedObject.isEditingMultipleObjects) { if (needsReset) { needsReset = false; foreach (var o in targets) { var bf = (BoneFollower)o; bf.Initialize(); bf.LateUpdate(); } SceneView.RepaintAll(); } EditorGUI.BeginChangeCheck(); DrawDefaultInspector(); needsReset |= EditorGUI.EndChangeCheck(); return; } if (needsReset && Event.current.type == EventType.Layout) { targetBoneFollower.Initialize(); targetBoneFollower.LateUpdate(); needsReset = false; SceneView.RepaintAll(); } serializedObject.Update(); // Find Renderer if (skeletonRenderer.objectReferenceValue == null) { SkeletonRenderer parentRenderer = targetBoneFollower.GetComponentInParent(); if (parentRenderer != null && parentRenderer.gameObject != targetBoneFollower.gameObject) { skeletonRenderer.objectReferenceValue = parentRenderer; Debug.Log("Inspector automatically assigned BoneFollower.SkeletonRenderer"); } } EditorGUILayout.PropertyField(skeletonRenderer); var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer; if (skeletonRendererReference != null) { if (skeletonRendererReference.gameObject == targetBoneFollower.gameObject) { skeletonRenderer.objectReferenceValue = null; EditorUtility.DisplayDialog("Invalid assignment.", "BoneFollower can only follow a skeleton on a separate GameObject.\n\nCreate a new GameObject for your BoneFollower, or choose a SkeletonRenderer from a different GameObject.", "Ok"); } } if (!targetBoneFollower.valid) { needsReset = true; } if (targetBoneFollower.valid) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(boneName); needsReset |= EditorGUI.EndChangeCheck(); EditorGUILayout.PropertyField(followBoneRotation); EditorGUILayout.PropertyField(followXYPosition); EditorGUILayout.PropertyField(followZPosition); EditorGUILayout.PropertyField(followLocalScale); EditorGUILayout.PropertyField(followSkeletonFlip); if ((followSkeletonFlip.hasMultipleDifferentValues || followSkeletonFlip.boolValue == false) && (followBoneRotation.hasMultipleDifferentValues || followBoneRotation.boolValue == true)) { using (new SpineInspectorUtility.IndentScope()) EditorGUILayout.PropertyField(maintainedAxisOrientation); } BoneFollowerInspector.RecommendRigidbodyButton(targetBoneFollower); } else { var boneFollowerSkeletonRenderer = targetBoneFollower.skeletonRenderer; if (boneFollowerSkeletonRenderer == null) { EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonMecanim).", MessageType.Warning); } else { boneFollowerSkeletonRenderer.Initialize(false); if (boneFollowerSkeletonRenderer.skeletonDataAsset == null) EditorGUILayout.HelpBox("Assigned SkeletonRenderer does not have SkeletonData assigned to it.", MessageType.Warning); if (!boneFollowerSkeletonRenderer.valid) EditorGUILayout.HelpBox("Assigned SkeletonRenderer is invalid. Check target SkeletonRenderer, its SkeletonDataAsset or the console for other errors.", MessageType.Warning); } } var current = Event.current; bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed"); if (wasUndo) targetBoneFollower.Initialize(); serializedObject.ApplyModifiedProperties(); } internal static void RecommendRigidbodyButton (Component component) { bool hasCollider2D = component.GetComponent() != null || component.GetComponent() != null; bool hasCollider3D = !hasCollider2D && component.GetComponent(); bool missingRigidBody = (hasCollider2D && component.GetComponent() == null) || (hasCollider3D && component.GetComponent() == null); if (missingRigidBody) { using (new SpineInspectorUtility.BoxScope()) { EditorGUILayout.HelpBox("Collider detected. Unity recommends adding a Rigidbody to the Transforms of any colliders that are intended to be dynamically repositioned and rotated.", MessageType.Warning); var rbType = hasCollider2D ? typeof(Rigidbody2D) : typeof(Rigidbody); string rbLabel = string.Format("Add {0}", rbType.Name); var rbContent = SpineInspectorUtility.TempContent(rbLabel, SpineInspectorUtility.UnityIcon(rbType), "Add a rigidbody to this GameObject to be the Physics body parent of the attached collider."); if (SpineInspectorUtility.CenteredButton(rbContent)) component.gameObject.AddComponent(rbType); } } } } }