309 lines
17 KiB
C#
309 lines
17 KiB
C#
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections;
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using UnityEngine;
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namespace Spine.Unity {
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[AttributeUsage(AttributeTargets.Property | AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
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public abstract class SpineAttributeBase : PropertyAttribute {
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public string dataField = "";
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public string startsWith = "";
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public bool includeNone = true;
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public bool fallbackToTextField = false;
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public bool avoidGenericMenu = false;
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}
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public class SpineBone : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Bones
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineBone (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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public static Spine.Bone GetBone (string boneName, SkeletonRenderer renderer) {
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return renderer.skeleton == null ? null : renderer.skeleton.FindBone(boneName);
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}
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public static Spine.BoneData GetBoneData (string boneName, SkeletonDataAsset skeletonDataAsset) {
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SkeletonData data = skeletonDataAsset.GetSkeletonData(true);
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return data.FindBone(boneName);
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}
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}
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public class SpineSlot : SpineAttributeBase {
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public bool containsBoundingBoxes = false;
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/// <summary>
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/// Smart popup menu for Spine Slots
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="containsBoundingBoxes">Disables popup results that don't contain bounding box attachments when true.</param>
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/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineSlot (string startsWith = "", string dataField = "", bool containsBoundingBoxes = false, bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.containsBoundingBoxes = containsBoundingBoxes;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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}
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public class SpineAnimation : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Animations
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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/// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineAnimation (string startsWith = "", string dataField = "",
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bool includeNone = true, bool fallbackToTextField = false, bool avoidGenericMenu = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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this.avoidGenericMenu = avoidGenericMenu;
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}
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}
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public class SpineEvent : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Events (Spine.EventData)
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
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/// </param>
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/// <param name="fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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public bool audioOnly = false;
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public SpineEvent (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false, bool audioOnly = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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this.audioOnly = audioOnly;
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}
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}
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public class SpineIkConstraint : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine IK Constraints (Spine.IkConstraint)
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
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/// </param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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public SpineIkConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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}
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public class SpineTransformConstraint : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Transform Constraints (Spine.TransformConstraint)
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineTransformConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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}
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public class SpinePathConstraint : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Events (Spine.PathConstraint)
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
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/// </param>
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public SpinePathConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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}
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public class SpineSkin : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Skins
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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/// <param name = "defaultAsEmptyString">If true, the default choice will be serialized as an empty string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public bool defaultAsEmptyString = false;
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public SpineSkin (string startsWith = "", string dataField = "", bool includeNone = false,
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bool fallbackToTextField = false, bool defaultAsEmptyString = false, bool avoidGenericMenu = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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this.defaultAsEmptyString = defaultAsEmptyString;
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this.avoidGenericMenu = avoidGenericMenu;
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}
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}
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public class SpineAttachment : SpineAttributeBase {
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public bool returnAttachmentPath = false;
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public bool currentSkinOnly = false;
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public bool placeholdersOnly = false;
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public string skinField = "";
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public string slotField = "";
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/// <summary>
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/// Smart popup menu for Spine Attachments
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/// </summary>
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/// <param name="currentSkinOnly">Filters popup results to only include the current Skin. Only valid when a SkeletonRenderer is the data source.</param>
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/// <param name="returnAttachmentPath">Returns a fully qualified path for an Attachment in the format "Skin/Slot/AttachmentName". This path format is only used by the SpineAttachment helper methods like SpineAttachment.GetAttachment and .GetHierarchy. Do not use full path anywhere else in Spine's system.</param>
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/// <param name="placeholdersOnly">Filters popup results to exclude attachments that are not children of Skin Placeholders</param>
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/// <param name="slotField">If specified, a locally scoped field with the name supplied by in slotField will be used to limit the popup results to children of a named slot</param>
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/// <param name="skinField">If specified, a locally scoped field with the name supplied by in skinField will be used to limit the popup results to entries of the named skin</param>
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/// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineAttachment (bool currentSkinOnly = true, bool returnAttachmentPath = false, bool placeholdersOnly = false, string slotField = "", string dataField = "", string skinField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.currentSkinOnly = currentSkinOnly;
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this.returnAttachmentPath = returnAttachmentPath;
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this.placeholdersOnly = placeholdersOnly;
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this.slotField = slotField;
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this.dataField = dataField;
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this.skinField = skinField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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public static SpineAttachment.Hierarchy GetHierarchy (string fullPath) {
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return new SpineAttachment.Hierarchy(fullPath);
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}
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public static Spine.Attachment GetAttachment (string attachmentPath, Spine.SkeletonData skeletonData) {
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SpineAttachment.Hierarchy hierarchy = SpineAttachment.GetHierarchy(attachmentPath);
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if (string.IsNullOrEmpty(hierarchy.name)) return null;
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SlotData slot = skeletonData.FindSlot(hierarchy.slot);
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if (slot == null) return null;
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return skeletonData.FindSkin(hierarchy.skin).GetAttachment(slot.Index, hierarchy.name);
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}
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public static Spine.Attachment GetAttachment (string attachmentPath, SkeletonDataAsset skeletonDataAsset) {
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return GetAttachment(attachmentPath, skeletonDataAsset.GetSkeletonData(true));
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}
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/// <summary>
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/// A struct that represents 3 strings that help identify and locate an attachment in a skeleton.</summary>
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public struct Hierarchy {
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public string skin;
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public string slot;
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public string name;
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public Hierarchy (string fullPath) {
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string[] chunks = fullPath.Split(new char[] { '/' }, System.StringSplitOptions.RemoveEmptyEntries);
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if (chunks.Length == 0) {
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skin = "";
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slot = "";
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name = "";
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return;
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} else if (chunks.Length < 2) {
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throw new System.Exception("Cannot generate Attachment Hierarchy from string! Not enough components! [" + fullPath + "]");
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}
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skin = chunks[0];
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slot = chunks[1];
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name = "";
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for (int i = 2; i < chunks.Length; i++) {
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name += chunks[i];
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}
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}
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}
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}
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public class SpineAtlasRegion : PropertyAttribute {
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public string atlasAssetField;
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public SpineAtlasRegion (string atlasAssetField = "") {
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this.atlasAssetField = atlasAssetField;
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}
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}
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}
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