261 lines
10 KiB
Plaintext
261 lines
10 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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using System.Collections.Generic;
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namespace Spine.Unity.Editor {
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using Event = UnityEngine.Event;
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using Icons = SpineEditorUtilities.Icons;
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[CustomEditor(typeof(BoundingBoxFollower))]
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public class BoundingBoxFollowerInspector : UnityEditor.Editor {
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SerializedProperty skeletonRenderer, slotName, isTrigger, clearStateOnDisable;
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BoundingBoxFollower follower;
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bool rebuildRequired = false;
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bool addBoneFollower = false;
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bool sceneRepaintRequired = false;
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bool debugIsExpanded;
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GUIContent addBoneFollowerLabel;
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GUIContent AddBoneFollowerLabel {
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get {
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if (addBoneFollowerLabel == null) addBoneFollowerLabel = new GUIContent("Add Bone Follower", Icons.bone);
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return addBoneFollowerLabel;
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}
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}
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void InitializeEditor () {
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skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
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slotName = serializedObject.FindProperty("slotName");
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isTrigger = serializedObject.FindProperty("isTrigger");
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clearStateOnDisable = serializedObject.FindProperty("clearStateOnDisable");
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follower = (BoundingBoxFollower)target;
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}
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public override void OnInspectorGUI () {
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#if !NEW_PREFAB_SYSTEM
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bool isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
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#else
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bool isInspectingPrefab = false;
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#endif
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// Note: when calling InitializeEditor() in OnEnable, it throws exception
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// "SerializedObjectNotCreatableException: Object at index 0 is null".
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InitializeEditor();
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// Try to auto-assign SkeletonRenderer field.
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if (skeletonRenderer.objectReferenceValue == null) {
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var foundSkeletonRenderer = follower.GetComponentInParent<SkeletonRenderer>();
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if (foundSkeletonRenderer != null)
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Debug.Log("BoundingBoxFollower automatically assigned: " + foundSkeletonRenderer.gameObject.name);
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else if (Event.current.type == EventType.Repaint)
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Debug.Log("No Spine GameObject detected. Make sure to set this GameObject as a child of the Spine GameObject; or set BoundingBoxFollower's 'Skeleton Renderer' field in the inspector.");
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skeletonRenderer.objectReferenceValue = foundSkeletonRenderer;
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serializedObject.ApplyModifiedProperties();
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InitializeEditor();
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}
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var skeletonRendererValue = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
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if (skeletonRendererValue != null && skeletonRendererValue.gameObject == follower.gameObject) {
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using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
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EditorGUILayout.HelpBox("It's ideal to add BoundingBoxFollower to a separate child GameObject of the Spine GameObject.", MessageType.Warning);
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if (GUILayout.Button(new GUIContent("Move BoundingBoxFollower to new GameObject", Icons.boundingBox), GUILayout.Height(30f))) {
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AddBoundingBoxFollowerChild(skeletonRendererValue, follower);
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DestroyImmediate(follower);
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return;
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}
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}
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EditorGUILayout.Space();
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}
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(skeletonRenderer);
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EditorGUILayout.PropertyField(slotName, new GUIContent("Slot"));
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if (EditorGUI.EndChangeCheck()) {
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serializedObject.ApplyModifiedProperties();
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InitializeEditor();
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#if !NEW_PREFAB_SYSTEM
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if (!isInspectingPrefab)
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rebuildRequired = true;
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#endif
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}
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using (new SpineInspectorUtility.LabelWidthScope(150f)) {
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(isTrigger);
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bool triggerChanged = EditorGUI.EndChangeCheck();
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(clearStateOnDisable, new GUIContent(clearStateOnDisable.displayName, "Enable this if you are pooling your Spine GameObject"));
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bool clearStateChanged = EditorGUI.EndChangeCheck();
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if (clearStateChanged || triggerChanged) {
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serializedObject.ApplyModifiedProperties();
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InitializeEditor();
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if (triggerChanged)
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foreach (var col in follower.colliderTable.Values)
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col.isTrigger = isTrigger.boolValue;
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}
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}
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if (isInspectingPrefab) {
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follower.colliderTable.Clear();
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follower.nameTable.Clear();
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EditorGUILayout.HelpBox("BoundingBoxAttachments cannot be previewed in prefabs.", MessageType.Info);
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// How do you prevent components from being saved into the prefab? No such HideFlag. DontSaveInEditor | DontSaveInBuild does not work. DestroyImmediate does not work.
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var collider = follower.GetComponent<PolygonCollider2D>();
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if (collider != null) Debug.LogWarning("Found BoundingBoxFollower collider components in prefab. These are disposed and regenerated at runtime.");
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} else {
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using (new SpineInspectorUtility.BoxScope()) {
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if (debugIsExpanded = EditorGUILayout.Foldout(debugIsExpanded, "Debug Colliders")) {
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EditorGUI.indentLevel++;
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EditorGUILayout.LabelField(string.Format("Attachment Names ({0} PolygonCollider2D)", follower.colliderTable.Count));
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EditorGUI.BeginChangeCheck();
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foreach (var kp in follower.nameTable) {
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string attachmentName = kp.Value;
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var collider = follower.colliderTable[kp.Key];
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bool isPlaceholder = attachmentName != kp.Key.Name;
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collider.enabled = EditorGUILayout.ToggleLeft(new GUIContent(!isPlaceholder ? attachmentName : string.Format("{0} [{1}]", attachmentName, kp.Key.Name), isPlaceholder ? Icons.skinPlaceholder : Icons.boundingBox), collider.enabled);
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}
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sceneRepaintRequired |= EditorGUI.EndChangeCheck();
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EditorGUI.indentLevel--;
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}
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}
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}
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if (follower.Slot == null)
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follower.Initialize(false);
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bool hasBoneFollower = follower.GetComponent<BoneFollower>() != null;
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if (!hasBoneFollower) {
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bool buttonDisabled = follower.Slot == null;
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using (new EditorGUI.DisabledGroupScope(buttonDisabled)) {
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addBoneFollower |= SpineInspectorUtility.LargeCenteredButton(AddBoneFollowerLabel, true);
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EditorGUILayout.Space();
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}
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}
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if (Event.current.type == EventType.Repaint) {
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if (addBoneFollower) {
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var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
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boneFollower.skeletonRenderer = skeletonRendererValue;
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boneFollower.SetBone(follower.Slot.Data.BoneData.Name);
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addBoneFollower = false;
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}
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if (sceneRepaintRequired) {
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SceneView.RepaintAll();
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sceneRepaintRequired = false;
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}
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if (rebuildRequired) {
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follower.Initialize();
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rebuildRequired = false;
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}
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}
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}
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#region Menus
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[MenuItem("CONTEXT/SkeletonRenderer/Add BoundingBoxFollower GameObject")]
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static void AddBoundingBoxFollowerChild (MenuCommand command) {
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var go = AddBoundingBoxFollowerChild((SkeletonRenderer)command.context);
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Undo.RegisterCreatedObjectUndo(go, "Add BoundingBoxFollower");
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}
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[MenuItem("CONTEXT/SkeletonRenderer/Add all BoundingBoxFollower GameObjects")]
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static void AddAllBoundingBoxFollowerChildren (MenuCommand command) {
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var objects = AddAllBoundingBoxFollowerChildren((SkeletonRenderer)command.context);
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foreach (var go in objects)
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Undo.RegisterCreatedObjectUndo(go, "Add BoundingBoxFollower");
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}
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#endregion
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public static GameObject AddBoundingBoxFollowerChild (SkeletonRenderer skeletonRenderer,
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BoundingBoxFollower original = null, string name = "BoundingBoxFollower",
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string slotName = null) {
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var go = EditorInstantiation.NewGameObject(name, true);
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go.transform.SetParent(skeletonRenderer.transform, false);
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var newFollower = go.AddComponent<BoundingBoxFollower>();
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if (original != null) {
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newFollower.slotName = original.slotName;
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newFollower.isTrigger = original.isTrigger;
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newFollower.clearStateOnDisable = original.clearStateOnDisable;
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}
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if (slotName != null)
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newFollower.slotName = slotName;
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newFollower.skeletonRenderer = skeletonRenderer;
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newFollower.Initialize();
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Selection.activeGameObject = go;
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EditorGUIUtility.PingObject(go);
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return go;
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}
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public static List<GameObject> AddAllBoundingBoxFollowerChildren (
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SkeletonRenderer skeletonRenderer, BoundingBoxFollower original = null) {
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List<GameObject> createdGameObjects = new List<GameObject>();
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foreach (var skin in skeletonRenderer.Skeleton.Data.Skins) {
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var attachments = skin.Attachments;
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foreach (var entry in attachments) {
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var boundingBoxAttachment = entry.Value as BoundingBoxAttachment;
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if (boundingBoxAttachment == null)
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continue;
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int slotIndex = entry.Key.SlotIndex;
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var slot = skeletonRenderer.Skeleton.Slots.Items[slotIndex];
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string slotName = slot.Data.Name;
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GameObject go = AddBoundingBoxFollowerChild(skeletonRenderer,
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original, boundingBoxAttachment.Name, slotName);
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var boneFollower = go.AddComponent<BoneFollower>();
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boneFollower.skeletonRenderer = skeletonRenderer;
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boneFollower.SetBone(slot.Data.BoneData.Name);
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createdGameObjects.Add(go);
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}
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}
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return createdGameObjects;
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}
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}
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}
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