437 lines
18 KiB
Plaintext
437 lines
18 KiB
Plaintext
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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using UnityEngine;
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using UnityEditor;
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namespace Spine.Unity.Editor {
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using Icons = SpineEditorUtilities.Icons;
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[CustomEditor(typeof(SkeletonGraphic))]
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[CanEditMultipleObjects]
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public class SkeletonGraphicInspector : UnityEditor.Editor {
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const string SeparatorSlotNamesFieldName = "separatorSlotNames";
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const string ReloadButtonString = "Reload";
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protected GUIContent SkeletonDataAssetLabel;
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static GUILayoutOption reloadButtonWidth;
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static GUILayoutOption ReloadButtonWidth { get { return reloadButtonWidth = reloadButtonWidth ?? GUILayout.Width(GUI.skin.label.CalcSize(new GUIContent(ReloadButtonString)).x + 20); } }
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static GUIStyle ReloadButtonStyle { get { return EditorStyles.miniButton; } }
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SerializedProperty material, color;
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SerializedProperty skeletonDataAsset, initialSkinName;
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SerializedProperty startingAnimation, startingLoop, timeScale, freeze, updateWhenInvisible, unscaledTime, tintBlack;
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SerializedProperty initialFlipX, initialFlipY;
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SerializedProperty meshGeneratorSettings;
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SerializedProperty allowMultipleCanvasRenderers, separatorSlotNames, enableSeparatorSlots, updateSeparatorPartLocation;
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SerializedProperty raycastTarget;
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SkeletonGraphic thisSkeletonGraphic;
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protected bool isInspectingPrefab;
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protected bool slotsReapplyRequired = false;
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protected bool forceReloadQueued = false;
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protected bool TargetIsValid {
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get {
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if (serializedObject.isEditingMultipleObjects) {
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foreach (var o in targets) {
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var component = (SkeletonGraphic)o;
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if (!component.IsValid)
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return false;
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}
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return true;
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}
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else {
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var component = (SkeletonGraphic)target;
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return component.IsValid;
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}
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}
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}
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void OnEnable () {
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#if NEW_PREFAB_SYSTEM
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isInspectingPrefab = false;
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#else
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isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
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#endif
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SpineEditorUtilities.ConfirmInitialization();
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// Labels
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SkeletonDataAssetLabel = new GUIContent("SkeletonData Asset", Icons.spine);
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var so = this.serializedObject;
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thisSkeletonGraphic = target as SkeletonGraphic;
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// MaskableGraphic
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material = so.FindProperty("m_Material");
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color = so.FindProperty("m_Color");
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raycastTarget = so.FindProperty("m_RaycastTarget");
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// SkeletonRenderer
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skeletonDataAsset = so.FindProperty("skeletonDataAsset");
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initialSkinName = so.FindProperty("initialSkinName");
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initialFlipX = so.FindProperty("initialFlipX");
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initialFlipY = so.FindProperty("initialFlipY");
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// SkeletonAnimation
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startingAnimation = so.FindProperty("startingAnimation");
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startingLoop = so.FindProperty("startingLoop");
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timeScale = so.FindProperty("timeScale");
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unscaledTime = so.FindProperty("unscaledTime");
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freeze = so.FindProperty("freeze");
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updateWhenInvisible = so.FindProperty("updateWhenInvisible");
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meshGeneratorSettings = so.FindProperty("meshGenerator").FindPropertyRelative("settings");
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meshGeneratorSettings.isExpanded = SkeletonRendererInspector.advancedFoldout;
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allowMultipleCanvasRenderers = so.FindProperty("allowMultipleCanvasRenderers");
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updateSeparatorPartLocation = so.FindProperty("updateSeparatorPartLocation");
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enableSeparatorSlots = so.FindProperty("enableSeparatorSlots");
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separatorSlotNames = so.FindProperty("separatorSlotNames");
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separatorSlotNames.isExpanded = true;
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}
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public override void OnInspectorGUI () {
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if (UnityEngine.Event.current.type == EventType.Layout) {
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if (forceReloadQueued) {
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forceReloadQueued = false;
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foreach (var c in targets) {
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SpineEditorUtilities.ReloadSkeletonDataAssetAndComponent(c as SkeletonGraphic);
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}
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}
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else {
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foreach (var c in targets) {
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var component = c as SkeletonGraphic;
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if (!component.IsValid) {
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SpineEditorUtilities.ReinitializeComponent(component);
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if (!component.IsValid) continue;
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}
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}
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}
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}
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bool wasChanged = false;
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EditorGUI.BeginChangeCheck();
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using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox)) {
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SpineInspectorUtility.PropertyFieldFitLabel(skeletonDataAsset, SkeletonDataAssetLabel);
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if (GUILayout.Button(ReloadButtonString, ReloadButtonStyle, ReloadButtonWidth))
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forceReloadQueued = true;
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}
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EditorGUILayout.PropertyField(material);
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EditorGUILayout.PropertyField(color);
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if (thisSkeletonGraphic.skeletonDataAsset == null) {
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EditorGUILayout.HelpBox("You need to assign a SkeletonDataAsset first.", MessageType.Info);
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serializedObject.ApplyModifiedProperties();
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serializedObject.Update();
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return;
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}
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string errorMessage = null;
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if (SpineEditorUtilities.Preferences.componentMaterialWarning &&
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MaterialChecks.IsMaterialSetupProblematic(thisSkeletonGraphic, ref errorMessage)) {
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EditorGUILayout.HelpBox(errorMessage, MessageType.Error, true);
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}
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bool isSingleRendererOnly = (!allowMultipleCanvasRenderers.hasMultipleDifferentValues && allowMultipleCanvasRenderers.boolValue == false);
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bool isSeparationEnabledButNotMultipleRenderers =
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isSingleRendererOnly && (!enableSeparatorSlots.hasMultipleDifferentValues && enableSeparatorSlots.boolValue == true);
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bool meshRendersIncorrectlyWithSingleRenderer =
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isSingleRendererOnly && SkeletonHasMultipleSubmeshes();
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if (isSeparationEnabledButNotMultipleRenderers || meshRendersIncorrectlyWithSingleRenderer)
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meshGeneratorSettings.isExpanded = true;
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using (new SpineInspectorUtility.BoxScope()) {
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EditorGUILayout.PropertyField(meshGeneratorSettings, SpineInspectorUtility.TempContent("Advanced..."), includeChildren: true);
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SkeletonRendererInspector.advancedFoldout = meshGeneratorSettings.isExpanded;
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if (meshGeneratorSettings.isExpanded) {
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EditorGUILayout.Space();
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using (new SpineInspectorUtility.IndentScope()) {
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PropertyField(allowMultipleCanvasRenderers, SpineInspectorUtility.TempContent("Multiple CanvasRenderers"));
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if (GUILayout.Button(new GUIContent("Trim Renderers", "Remove currently unused CanvasRenderer GameObjects. These will be regenerated whenever needed."),
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EditorStyles.miniButton, GUILayout.Width(100f))) {
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foreach (var skeletonGraphic in targets) {
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((SkeletonGraphic)skeletonGraphic).TrimRenderers();
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}
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.PropertyField(updateWhenInvisible);
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// warning box
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if (isSeparationEnabledButNotMultipleRenderers) {
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using (new SpineInspectorUtility.BoxScope()) {
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meshGeneratorSettings.isExpanded = true;
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EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("'Multiple Canvas Renderers' must be enabled\nwhen 'Enable Separation' is enabled.", Icons.warning), GUILayout.Height(42), GUILayout.Width(340));
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}
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}
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else if (meshRendersIncorrectlyWithSingleRenderer) {
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using (new SpineInspectorUtility.BoxScope()) {
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meshGeneratorSettings.isExpanded = true;
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EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("This mesh uses multiple atlas pages. You\n" +
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"need to enable 'Multiple Canvas Renderers'\n" +
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"for correct rendering. Consider packing\n" +
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"attachments to a single atlas page if possible.", Icons.warning), GUILayout.Height(60), GUILayout.Width(340));
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}
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}
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}
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EditorGUILayout.Space();
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SeparatorsField(separatorSlotNames, enableSeparatorSlots, updateSeparatorPartLocation);
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}
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}
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EditorGUILayout.Space();
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EditorGUILayout.PropertyField(initialSkinName);
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{
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var rect = GUILayoutUtility.GetRect(EditorGUIUtility.currentViewWidth, EditorGUIUtility.singleLineHeight);
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EditorGUI.PrefixLabel(rect, SpineInspectorUtility.TempContent("Initial Flip"));
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rect.x += EditorGUIUtility.labelWidth;
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rect.width = 30f;
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SpineInspectorUtility.ToggleLeft(rect, initialFlipX, SpineInspectorUtility.TempContent("X", tooltip: "initialFlipX"));
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rect.x += 35f;
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SpineInspectorUtility.ToggleLeft(rect, initialFlipY, SpineInspectorUtility.TempContent("Y", tooltip: "initialFlipY"));
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}
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Animation", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(startingAnimation);
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EditorGUILayout.PropertyField(startingLoop);
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EditorGUILayout.PropertyField(timeScale);
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EditorGUILayout.PropertyField(unscaledTime, SpineInspectorUtility.TempContent(unscaledTime.displayName, tooltip: "If checked, this will use Time.unscaledDeltaTime to make this update independent of game Time.timeScale. Instance SkeletonGraphic.timeScale will still be applied."));
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EditorGUILayout.Space();
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EditorGUILayout.PropertyField(freeze);
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EditorGUILayout.Space();
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SkeletonRendererInspector.SkeletonRootMotionParameter(targets);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("UI", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(raycastTarget);
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EditorGUILayout.BeginHorizontal(GUILayout.Height(EditorGUIUtility.singleLineHeight + 5));
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EditorGUILayout.PrefixLabel("Match RectTransform with Mesh");
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if (GUILayout.Button("Match", EditorStyles.miniButton, GUILayout.Width(65f))) {
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foreach (var skeletonGraphic in targets) {
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MatchRectTransformWithBounds((SkeletonGraphic)skeletonGraphic);
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}
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}
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EditorGUILayout.EndHorizontal();
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if (TargetIsValid && !isInspectingPrefab) {
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EditorGUILayout.Space();
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if (SpineInspectorUtility.CenteredButton(new GUIContent("Add Skeleton Utility", Icons.skeletonUtility), 21, true, 200f))
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foreach (var t in targets) {
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var component = t as Component;
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if (component.GetComponent<SkeletonUtility>() == null) {
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component.gameObject.AddComponent<SkeletonUtility>();
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}
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}
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}
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wasChanged |= EditorGUI.EndChangeCheck();
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if (wasChanged) {
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serializedObject.ApplyModifiedProperties();
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slotsReapplyRequired = true;
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}
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if (slotsReapplyRequired && UnityEngine.Event.current.type == EventType.Repaint) {
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foreach (var target in targets) {
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var skeletonGraphic = (SkeletonGraphic)target;
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skeletonGraphic.ReapplySeparatorSlotNames();
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skeletonGraphic.LateUpdate();
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SceneView.RepaintAll();
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}
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slotsReapplyRequired = false;
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}
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}
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protected bool SkeletonHasMultipleSubmeshes () {
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foreach (var target in targets) {
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var skeletonGraphic = (SkeletonGraphic)target;
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if (skeletonGraphic.HasMultipleSubmeshInstructions())
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return true;
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}
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return false;
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}
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public static void SetSeparatorSlotNames (SkeletonRenderer skeletonRenderer, string[] newSlotNames) {
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var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
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field.SetValue(skeletonRenderer, newSlotNames);
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}
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public static string[] GetSeparatorSlotNames (SkeletonRenderer skeletonRenderer) {
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var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
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return field.GetValue(skeletonRenderer) as string[];
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}
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public static void SeparatorsField (SerializedProperty separatorSlotNames, SerializedProperty enableSeparatorSlots,
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SerializedProperty updateSeparatorPartLocation) {
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bool multi = separatorSlotNames.serializedObject.isEditingMultipleObjects;
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bool hasTerminalSlot = false;
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if (!multi) {
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var sr = separatorSlotNames.serializedObject.targetObject as ISkeletonComponent;
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var skeleton = sr.Skeleton;
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int lastSlot = skeleton.Slots.Count - 1;
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if (skeleton != null) {
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for (int i = 0, n = separatorSlotNames.arraySize; i < n; i++) {
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int index = skeleton.FindSlotIndex(separatorSlotNames.GetArrayElementAtIndex(i).stringValue);
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if (index == 0 || index == lastSlot) {
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hasTerminalSlot = true;
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break;
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}
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}
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}
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}
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string terminalSlotWarning = hasTerminalSlot ? " (!)" : "";
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using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
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const string SeparatorsDescription = "Stored names of slots where the Skeleton's render will be split into different batches. This is used by separate components that split the render into different MeshRenderers or GameObjects.";
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if (separatorSlotNames.isExpanded) {
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EditorGUILayout.PropertyField(separatorSlotNames, SpineInspectorUtility.TempContent(separatorSlotNames.displayName + terminalSlotWarning, Icons.slotRoot, SeparatorsDescription), true);
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GUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button("+", GUILayout.MaxWidth(28f), GUILayout.MaxHeight(15f))) {
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separatorSlotNames.arraySize++;
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}
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GUILayout.EndHorizontal();
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}
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else
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EditorGUILayout.PropertyField(separatorSlotNames, new GUIContent(separatorSlotNames.displayName + string.Format("{0} [{1}]", terminalSlotWarning, separatorSlotNames.arraySize), SeparatorsDescription), true);
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EditorGUILayout.PropertyField(enableSeparatorSlots, SpineInspectorUtility.TempContent("Enable Separation", tooltip: "Whether to enable separation at the above separator slots."));
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EditorGUILayout.PropertyField(updateSeparatorPartLocation, SpineInspectorUtility.TempContent("Update Part Location", tooltip:"Update separator part GameObject location to match the position of the SkeletonGraphic. This can be helpful when re-parenting parts to a different GameObject."));
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}
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}
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#region Menus
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[MenuItem("CONTEXT/SkeletonGraphic/Match RectTransform with Mesh Bounds")]
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static void MatchRectTransformWithBounds (MenuCommand command) {
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var skeletonGraphic = (SkeletonGraphic)command.context;
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MatchRectTransformWithBounds(skeletonGraphic);
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}
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static void MatchRectTransformWithBounds (SkeletonGraphic skeletonGraphic) {
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if (!skeletonGraphic.MatchRectTransformWithBounds())
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Debug.Log("Mesh was not previously generated.");
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}
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[MenuItem("GameObject/Spine/SkeletonGraphic (UnityUI)", false, 15)]
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static public void SkeletonGraphicCreateMenuItem () {
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var parentGameObject = Selection.activeObject as GameObject;
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var parentTransform = parentGameObject == null ? null : parentGameObject.GetComponent<RectTransform>();
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if (parentTransform == null)
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Debug.LogWarning("Your new SkeletonGraphic will not be visible until it is placed under a Canvas");
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var gameObject = NewSkeletonGraphicGameObject("New SkeletonGraphic");
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gameObject.transform.SetParent(parentTransform, false);
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = gameObject;
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EditorGUIUtility.PingObject(Selection.activeObject);
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}
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// SpineEditorUtilities.InstantiateDelegate. Used by drag and drop.
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public static Component SpawnSkeletonGraphicFromDrop (SkeletonDataAsset data) {
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return InstantiateSkeletonGraphic(data);
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}
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public static SkeletonGraphic InstantiateSkeletonGraphic (SkeletonDataAsset skeletonDataAsset, string skinName) {
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return InstantiateSkeletonGraphic(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
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}
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public static SkeletonGraphic InstantiateSkeletonGraphic (SkeletonDataAsset skeletonDataAsset, Skin skin = null) {
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string spineGameObjectName = string.Format("SkeletonGraphic ({0})", skeletonDataAsset.name.Replace("_SkeletonData", ""));
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var go = NewSkeletonGraphicGameObject(spineGameObjectName);
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var graphic = go.GetComponent<SkeletonGraphic>();
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graphic.skeletonDataAsset = skeletonDataAsset;
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SkeletonData data = skeletonDataAsset.GetSkeletonData(true);
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if (data == null) {
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for (int i = 0; i < skeletonDataAsset.atlasAssets.Length; i++) {
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string reloadAtlasPath = AssetDatabase.GetAssetPath(skeletonDataAsset.atlasAssets[i]);
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skeletonDataAsset.atlasAssets[i] = (AtlasAssetBase)AssetDatabase.LoadAssetAtPath(reloadAtlasPath, typeof(AtlasAssetBase));
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}
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data = skeletonDataAsset.GetSkeletonData(true);
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}
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skin = skin ?? data.DefaultSkin ?? data.Skins.Items[0];
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graphic.MeshGenerator.settings.zSpacing = SpineEditorUtilities.Preferences.defaultZSpacing;
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graphic.startingLoop = SpineEditorUtilities.Preferences.defaultInstantiateLoop;
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graphic.Initialize(false);
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if (skin != null) graphic.Skeleton.SetSkin(skin);
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graphic.initialSkinName = skin.Name;
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graphic.Skeleton.UpdateWorldTransform();
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graphic.UpdateMesh();
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return graphic;
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}
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static GameObject NewSkeletonGraphicGameObject (string gameObjectName) {
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var go = EditorInstantiation.NewGameObject(gameObjectName, true, typeof(RectTransform), typeof(CanvasRenderer), typeof(SkeletonGraphic));
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var graphic = go.GetComponent<SkeletonGraphic>();
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graphic.material = SkeletonGraphicInspector.DefaultSkeletonGraphicMaterial;
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return go;
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}
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public static Material DefaultSkeletonGraphicMaterial {
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get {
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var guids = AssetDatabase.FindAssets("SkeletonGraphicDefault t:material");
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if (guids.Length <= 0) return null;
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var firstAssetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
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if (string.IsNullOrEmpty(firstAssetPath)) return null;
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var firstMaterial = AssetDatabase.LoadAssetAtPath<Material>(firstAssetPath);
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return firstMaterial;
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}
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}
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#endregion
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}
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}
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