WXMC/.svn/pristine/9f/9f81406621200a35e342b356a1cc6c3c81e2212e.svn-base
2024-12-04 16:18:46 +08:00

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/******************************************************************************
* 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 UnityEditor.AnimatedValues;
using System.Collections.Generic;
using Spine;
using System.Reflection;
namespace Spine.Unity.Editor {
using Icons = SpineEditorUtilities.Icons;
[CustomEditor(typeof(SkeletonUtility))]
public class SkeletonUtilityInspector : UnityEditor.Editor {
SkeletonUtility skeletonUtility;
Skeleton skeleton;
SkeletonRenderer skeletonRenderer;
SkeletonGraphic skeletonGraphic;
#if !NEW_PREFAB_SYSTEM
bool isPrefab;
#endif
readonly GUIContent SpawnHierarchyButtonLabel = new GUIContent("Spawn Hierarchy", Icons.skeleton);
void OnEnable () {
skeletonUtility = (SkeletonUtility)target;
skeletonRenderer = skeletonUtility.skeletonRenderer;
skeletonGraphic = skeletonUtility.skeletonGraphic;
skeleton = skeletonUtility.Skeleton;
if (skeleton == null) {
if (skeletonRenderer != null) {
skeletonRenderer.Initialize(false);
skeletonRenderer.LateUpdate();
}
else if (skeletonGraphic != null) {
skeletonGraphic.Initialize(false);
skeletonGraphic.LateUpdate();
}
skeleton = skeletonUtility.Skeleton;
}
if ((skeletonRenderer != null && !skeletonRenderer.valid) ||
(skeletonGraphic != null && !skeletonGraphic.IsValid)) return;
#if !NEW_PREFAB_SYSTEM
isPrefab |= PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab;
#endif
}
public override void OnInspectorGUI () {
#if !NEW_PREFAB_SYSTEM
if (isPrefab) {
GUILayout.Label(new GUIContent("Cannot edit Prefabs", Icons.warning));
return;
}
#endif
serializedObject.Update();
if ((skeletonRenderer != null && !skeletonRenderer.valid) ||
(skeletonGraphic != null && !skeletonGraphic.IsValid)) {
GUILayout.Label(new GUIContent("Spine Component invalid. Check Skeleton Data Asset.", Icons.warning));
return;
}
EditorGUILayout.PropertyField(serializedObject.FindProperty("boneRoot"), SpineInspectorUtility.TempContent("Skeleton Root"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("flipBy180DegreeRotation"), SpineInspectorUtility.TempContent("Flip by Rotation", null,
"If true, Skeleton.ScaleX and Skeleton.ScaleY are followed " +
"by 180 degree rotation. If false, negative Transform scale is used. " +
"Note that using negative scale is consistent with previous behaviour (hence the default), " +
"however causes serious problems with rigidbodies and physics. Therefore, it is recommended to " +
"enable this parameter where possible. When creating hinge chains for a chain of skeleton bones " +
"via SkeletonUtilityBone, it is mandatory to have this parameter enabled."));
bool hasRootBone = skeletonUtility.boneRoot != null;
if (!hasRootBone)
EditorGUILayout.HelpBox("No hierarchy found. Use Spawn Hierarchy to generate GameObjects for bones.", MessageType.Info);
using (new EditorGUI.DisabledGroupScope(hasRootBone)) {
if (SpineInspectorUtility.LargeCenteredButton(SpawnHierarchyButtonLabel))
SpawnHierarchyContextMenu();
}
if (hasRootBone) {
if (SpineInspectorUtility.CenteredButton(new GUIContent("Remove Hierarchy"))) {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Remove Hierarchy");
Undo.DestroyObjectImmediate(skeletonUtility.boneRoot.gameObject);
skeletonUtility.boneRoot = null;
}
}
serializedObject.ApplyModifiedProperties();
}
void SpawnHierarchyContextMenu () {
var menu = new GenericMenu();
menu.AddItem(new GUIContent("Follow all bones"), false, SpawnFollowHierarchy);
menu.AddItem(new GUIContent("Follow (Root Only)"), false, SpawnFollowHierarchyRootOnly);
menu.AddSeparator("");
menu.AddItem(new GUIContent("Override all bones"), false, SpawnOverrideHierarchy);
menu.AddItem(new GUIContent("Override (Root Only)"), false, SpawnOverrideHierarchyRootOnly);
menu.ShowAsContext();
}
public static void AttachIcon (SkeletonUtilityBone boneComponent) {
Skeleton skeleton = boneComponent.hierarchy.Skeleton;
Texture2D icon = boneComponent.bone.Data.Length == 0 ? Icons.nullBone : Icons.boneNib;
foreach (IkConstraint c in skeleton.IkConstraints)
if (c.Target == boneComponent.bone) {
icon = Icons.constraintNib;
break;
}
typeof(EditorGUIUtility).InvokeMember("SetIconForObject", BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic, null, null, new object[2] {
boneComponent.gameObject,
icon
});
}
static void AttachIconsToChildren (Transform root) {
if (root != null) {
var utilityBones = root.GetComponentsInChildren<SkeletonUtilityBone>();
foreach (var utilBone in utilityBones)
AttachIcon(utilBone);
}
}
void SpawnFollowHierarchy () {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Hierarchy");
Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Follow, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
void SpawnFollowHierarchyRootOnly () {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Root");
Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Follow, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
void SpawnOverrideHierarchy () {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Hierarchy");
Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Override, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
void SpawnOverrideHierarchyRootOnly () {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Root");
Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Override, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
}
}