229 lines
9.8 KiB
Plaintext
229 lines
9.8 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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using UnityEditor;
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using UnityEngine;
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namespace Spine.Unity.Editor {
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using Editor = UnityEditor.Editor;
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using Event = UnityEngine.Event;
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[CustomEditor(typeof(BoneFollower)), CanEditMultipleObjects]
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public class BoneFollowerInspector : Editor {
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SerializedProperty boneName, skeletonRenderer, followXYPosition, followZPosition, followBoneRotation,
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followLocalScale, followSkeletonFlip, maintainedAxisOrientation;
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BoneFollower targetBoneFollower;
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bool needsReset;
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#region Context Menu Item
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[MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject")]
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static void AddBoneFollowerGameObject (MenuCommand cmd) {
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var skeletonRenderer = cmd.context as SkeletonRenderer;
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var go = EditorInstantiation.NewGameObject("New BoneFollower", true);
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var t = go.transform;
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t.SetParent(skeletonRenderer.transform);
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t.localPosition = Vector3.zero;
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var f = go.AddComponent<BoneFollower>();
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f.skeletonRenderer = skeletonRenderer;
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EditorGUIUtility.PingObject(t);
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Undo.RegisterCreatedObjectUndo(go, "Add BoneFollower");
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}
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// Validate
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[MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject", true)]
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static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
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var skeletonRenderer = cmd.context as SkeletonRenderer;
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return skeletonRenderer.valid;
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}
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[MenuItem("CONTEXT/BoneFollower/Rename BoneFollower GameObject")]
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static void RenameGameObject (MenuCommand cmd) {
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AutonameGameObject(cmd.context as BoneFollower);
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}
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#endregion
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static void AutonameGameObject (BoneFollower boneFollower) {
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if (boneFollower == null) return;
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string boneName = boneFollower.boneName;
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boneFollower.gameObject.name = string.IsNullOrEmpty(boneName) ? "BoneFollower" : string.Format("{0} (BoneFollower)", boneName);
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}
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void OnEnable () {
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skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
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boneName = serializedObject.FindProperty("boneName");
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followBoneRotation = serializedObject.FindProperty("followBoneRotation");
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followXYPosition = serializedObject.FindProperty("followXYPosition");
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followZPosition = serializedObject.FindProperty("followZPosition");
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followLocalScale = serializedObject.FindProperty("followLocalScale");
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followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
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maintainedAxisOrientation = serializedObject.FindProperty("maintainedAxisOrientation");
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targetBoneFollower = (BoneFollower)target;
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if (targetBoneFollower.SkeletonRenderer != null)
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targetBoneFollower.SkeletonRenderer.Initialize(false);
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if (!targetBoneFollower.valid || needsReset) {
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targetBoneFollower.Initialize();
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targetBoneFollower.LateUpdate();
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needsReset = false;
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SceneView.RepaintAll();
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}
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}
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public void OnSceneGUI () {
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var tbf = target as BoneFollower;
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var skeletonRendererComponent = tbf.skeletonRenderer;
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if (skeletonRendererComponent == null) return;
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var transform = skeletonRendererComponent.transform;
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var skeleton = skeletonRendererComponent.skeleton;
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if (string.IsNullOrEmpty(boneName.stringValue)) {
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SpineHandles.DrawBones(transform, skeleton);
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SpineHandles.DrawBoneNames(transform, skeleton);
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Handles.Label(tbf.transform.position, "No bone selected", EditorStyles.helpBox);
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} else {
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var targetBone = tbf.bone;
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if (targetBone == null) return;
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SpineHandles.DrawBoneWireframe(transform, targetBone, SpineHandles.TransformContraintColor);
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Handles.Label(targetBone.GetWorldPosition(transform), targetBone.Data.Name, SpineHandles.BoneNameStyle);
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}
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}
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override public void OnInspectorGUI () {
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if (serializedObject.isEditingMultipleObjects) {
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if (needsReset) {
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needsReset = false;
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foreach (var o in targets) {
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var bf = (BoneFollower)o;
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bf.Initialize();
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bf.LateUpdate();
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}
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SceneView.RepaintAll();
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}
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EditorGUI.BeginChangeCheck();
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DrawDefaultInspector();
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needsReset |= EditorGUI.EndChangeCheck();
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return;
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}
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if (needsReset && Event.current.type == EventType.Layout) {
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targetBoneFollower.Initialize();
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targetBoneFollower.LateUpdate();
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needsReset = false;
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SceneView.RepaintAll();
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}
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serializedObject.Update();
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// Find Renderer
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if (skeletonRenderer.objectReferenceValue == null) {
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SkeletonRenderer parentRenderer = targetBoneFollower.GetComponentInParent<SkeletonRenderer>();
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if (parentRenderer != null && parentRenderer.gameObject != targetBoneFollower.gameObject) {
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skeletonRenderer.objectReferenceValue = parentRenderer;
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Debug.Log("Inspector automatically assigned BoneFollower.SkeletonRenderer");
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}
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}
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EditorGUILayout.PropertyField(skeletonRenderer);
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var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
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if (skeletonRendererReference != null) {
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if (skeletonRendererReference.gameObject == targetBoneFollower.gameObject) {
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skeletonRenderer.objectReferenceValue = null;
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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");
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}
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}
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if (!targetBoneFollower.valid) {
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needsReset = true;
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}
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if (targetBoneFollower.valid) {
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(boneName);
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needsReset |= EditorGUI.EndChangeCheck();
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EditorGUILayout.PropertyField(followBoneRotation);
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EditorGUILayout.PropertyField(followXYPosition);
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EditorGUILayout.PropertyField(followZPosition);
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EditorGUILayout.PropertyField(followLocalScale);
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EditorGUILayout.PropertyField(followSkeletonFlip);
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if ((followSkeletonFlip.hasMultipleDifferentValues || followSkeletonFlip.boolValue == false) &&
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(followBoneRotation.hasMultipleDifferentValues || followBoneRotation.boolValue == true)) {
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using (new SpineInspectorUtility.IndentScope())
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EditorGUILayout.PropertyField(maintainedAxisOrientation);
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}
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BoneFollowerInspector.RecommendRigidbodyButton(targetBoneFollower);
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} else {
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var boneFollowerSkeletonRenderer = targetBoneFollower.skeletonRenderer;
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if (boneFollowerSkeletonRenderer == null) {
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EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonMecanim).", MessageType.Warning);
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} else {
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boneFollowerSkeletonRenderer.Initialize(false);
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if (boneFollowerSkeletonRenderer.skeletonDataAsset == null)
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EditorGUILayout.HelpBox("Assigned SkeletonRenderer does not have SkeletonData assigned to it.", MessageType.Warning);
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if (!boneFollowerSkeletonRenderer.valid)
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EditorGUILayout.HelpBox("Assigned SkeletonRenderer is invalid. Check target SkeletonRenderer, its SkeletonDataAsset or the console for other errors.", MessageType.Warning);
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}
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}
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var current = Event.current;
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bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
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if (wasUndo)
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targetBoneFollower.Initialize();
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serializedObject.ApplyModifiedProperties();
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}
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internal static void RecommendRigidbodyButton (Component component) {
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bool hasCollider2D = component.GetComponent<Collider2D>() != null || component.GetComponent<BoundingBoxFollower>() != null;
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bool hasCollider3D = !hasCollider2D && component.GetComponent<Collider>();
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bool missingRigidBody = (hasCollider2D && component.GetComponent<Rigidbody2D>() == null) || (hasCollider3D && component.GetComponent<Rigidbody>() == null);
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if (missingRigidBody) {
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using (new SpineInspectorUtility.BoxScope()) {
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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);
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var rbType = hasCollider2D ? typeof(Rigidbody2D) : typeof(Rigidbody);
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string rbLabel = string.Format("Add {0}", rbType.Name);
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var rbContent = SpineInspectorUtility.TempContent(rbLabel, SpineInspectorUtility.UnityIcon(rbType), "Add a rigidbody to this GameObject to be the Physics body parent of the attached collider.");
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if (SpineInspectorUtility.CenteredButton(rbContent)) component.gameObject.AddComponent(rbType);
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}
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}
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}
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}
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}
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