WXMC/.svn/pristine/c0/c0e6dfe6e4183e21da70c7dc7584b66785182bbc.svn-base
2024-12-04 16:18:46 +08:00

261 lines
10 KiB
Plaintext

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