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+/******************************************************************************
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+ * Spine Runtimes Software License
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+ * Version 2.1
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+ *
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+ * Copyright (c) 2013, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable and
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+ * non-transferable license to install, execute and perform the Spine Runtimes
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+ * Software (the "Software") solely for internal use. Without the written
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+ * permission of Esoteric Software (typically granted by licensing Spine), you
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+ * may not (a) modify, translate, adapt or otherwise create derivative works,
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+ * improvements of the Software or develop new applications using the Software
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+ * or (b) remove, delete, alter or obscure any trademarks or any copyright,
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+ * trademark, patent or other intellectual property or proprietary rights
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+ * notices on or in the Software, including any copy thereof. Redistributions
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+ * in binary or source form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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+ * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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+ * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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+ * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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+ * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+/*****************************************************************************
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+ * Skeleton Utility created by Mitch Thompson
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+ * Full irrevocable rights and permissions granted to Esoteric Software
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+*****************************************************************************/
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+
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+using UnityEngine;
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+using UnityEditor;
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+#if UNITY_4_3
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+//nothing
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+#else
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+using UnityEditor.AnimatedValues;
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+#endif
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+using System.Collections;
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+using System.Collections.Generic;
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+using Spine;
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+
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+using System.Reflection;
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+
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+[CustomEditor(typeof(SkeletonUtility))]
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+public class SkeletonUtilityInspector : Editor {
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+
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+ public static void AttachIcon(SkeletonUtilityBone utilityBone){
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+ Skeleton skeleton = utilityBone.skeletonUtility.skeletonRenderer.skeleton;
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+ Texture2D icon;
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+ if(utilityBone.bone.Data.Length == 0)
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+ icon = SpineEditorUtilities.Icons.nullBone;
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+ else
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+ icon = SpineEditorUtilities.Icons.boneNib;
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+
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+ foreach(IkConstraint c in skeleton.IkConstraints){
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+ if(c.Target == utilityBone.bone){
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+ icon = SpineEditorUtilities.Icons.constraintNib;
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+ break;
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+ }
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+ }
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+
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+
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+
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+ typeof(EditorGUIUtility).InvokeMember("SetIconForObject", BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic, null, null, new object[2]{ utilityBone.gameObject, icon});
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+ }
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+
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+ static void AttachIconsToChildren(Transform root){
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+ if(root != null){
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+ var utilityBones = root.GetComponentsInChildren<SkeletonUtilityBone>();
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+ foreach(var utilBone in utilityBones){
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+ AttachIcon(utilBone);
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+ }
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+ }
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+ }
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+
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+
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+
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+ static SkeletonUtilityInspector(){
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+ #if UNITY_4_3
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+ showSlots = false;
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+ #else
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+ showSlots = new AnimBool(false);
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+ #endif
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+ }
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+
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+ SkeletonUtility skeletonUtility;
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+
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+ Skeleton skeleton;
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+ SkeletonRenderer skeletonRenderer;
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+ Transform transform;
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+ bool isPrefab;
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+
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+
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+ Dictionary<Slot, List<Attachment>> attachmentTable = new Dictionary<Slot, List<Attachment>>();
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+
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+
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+ //GUI stuff
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+#if UNITY_4_3
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+ static bool showSlots;
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+#else
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+ static AnimBool showSlots;
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+#endif
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+
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+ void OnEnable(){
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+ skeletonUtility = (SkeletonUtility)target;
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+ skeletonRenderer = skeletonUtility.GetComponent<SkeletonRenderer>();
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+ skeleton = skeletonRenderer.skeleton;
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+ transform = skeletonRenderer.transform;
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+
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+ if(skeleton == null){
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+ skeletonRenderer.Reset();
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+ skeletonRenderer.LateUpdate();
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+
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+ skeleton = skeletonRenderer.skeleton;
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+ }
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+
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+ UpdateAttachments();
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+
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+ if(PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab)
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+ isPrefab = true;
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+
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+ }
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+
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+ void OnDestroy(){
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+
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+ }
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+
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+ void OnSceneGUI(){
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+ if(skeleton == null){
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+ OnEnable();
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+ return;
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+ }
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+
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+ float flipRotation = skeleton.FlipX ? -1 : 1;
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+
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+ foreach(Bone b in skeleton.Bones){
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+ Vector3 vec = transform.TransformPoint(new Vector3(b.WorldX, b.WorldY, 0));
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+
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+ Quaternion rot = Quaternion.Euler(0,0,b.WorldRotation * flipRotation);
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+ Vector3 forward = transform.TransformDirection( rot * Vector3.right);
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+ forward *= flipRotation;
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+
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+ SpineEditorUtilities.Icons.boneMaterial.SetPass(0);
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+ Graphics.DrawMeshNow( SpineEditorUtilities.Icons.boneMesh, Matrix4x4.TRS ( vec, Quaternion.LookRotation(transform.forward, forward), Vector3.one * b.Data.Length * b.WorldScaleX));
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+ }
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+ }
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+
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+ void UpdateAttachments(){
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+ attachmentTable = new Dictionary<Slot, List<Attachment>>();
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+ Skin skin = skeleton.Skin;
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+
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+ if(skin == null){
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+ skin = skeletonRenderer.skeletonDataAsset.GetSkeletonData(true).DefaultSkin;
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+ }
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+
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+ for(int i = skeleton.Slots.Count-1; i >= 0; i--){
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+ List<Attachment> attachments = new List<Attachment>();
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+ skin.FindAttachmentsForSlot(i, attachments);
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+
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+ attachmentTable.Add(skeleton.Slots[i], attachments);
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+ }
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+ }
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+
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+ void SpawnHierarchyButton(string label, string tooltip, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca, params GUILayoutOption[] options){
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+ GUIContent content = new GUIContent(label, tooltip);
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+ if(GUILayout.Button(content, options)){
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+ if(skeletonUtility.skeletonRenderer == null)
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+ skeletonUtility.skeletonRenderer = skeletonUtility.GetComponent<SkeletonRenderer>();
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+
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+ if(skeletonUtility.boneRoot != null){
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+ return;
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+ }
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+
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+ skeletonUtility.SpawnHierarchy(mode, pos, rot, sca);
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+
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+ SkeletonUtilityBone[] boneComps = skeletonUtility.GetComponentsInChildren<SkeletonUtilityBone>();
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+ foreach(SkeletonUtilityBone b in boneComps)
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+ AttachIcon(b);
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+ }
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+ }
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+
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+ public override void OnInspectorGUI ()
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+ {
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+ if(isPrefab){
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+ GUILayout.Label(new GUIContent("Cannot edit Prefabs", SpineEditorUtilities.Icons.warning));
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+ return;
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+ }
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+
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+ skeletonUtility.boneRoot = (Transform)EditorGUILayout.ObjectField( "Bone Root", skeletonUtility.boneRoot, typeof(Transform), true);
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+
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+ GUILayout.BeginHorizontal();
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+ EditorGUI.BeginDisabledGroup(skeletonUtility.boneRoot != null);
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+ {
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+ if(GUILayout.Button(new GUIContent("Spawn Hierarchy", SpineEditorUtilities.Icons.skeleton), GUILayout.Width(150), GUILayout.Height(24)))
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+ SpawnHierarchyContextMenu();
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+ }
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+ EditorGUI.EndDisabledGroup();
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+
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+ if(GUILayout.Button(new GUIContent("Spawn Submeshes", SpineEditorUtilities.Icons.subMeshRenderer), GUILayout.Width(150), GUILayout.Height(24)))
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+ skeletonUtility.SpawnSubRenderers(true);
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+ GUILayout.EndHorizontal();
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+
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+ EditorGUI.BeginChangeCheck();
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+ skeleton.FlipX = EditorGUILayout.ToggleLeft("Flip X", skeleton.FlipX);
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+ skeleton.FlipY = EditorGUILayout.ToggleLeft("Flip Y", skeleton.FlipY);
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+ if(EditorGUI.EndChangeCheck()){
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+ skeletonRenderer.LateUpdate();
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+ SceneView.RepaintAll();
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+ }
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+
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+#if UNITY_4_3
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+ showSlots = EditorGUILayout.Foldout(showSlots, "Slots");
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+#else
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+ showSlots.target = EditorGUILayout.Foldout(showSlots.target, "Slots");
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+ if(EditorGUILayout.BeginFadeGroup(showSlots.faded)){
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+#endif
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+ foreach(KeyValuePair<Slot, List<Attachment>> pair in attachmentTable){
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+
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+ Slot slot = pair.Key;
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+
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+ EditorGUILayout.BeginHorizontal();
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+ EditorGUI.indentLevel = 1;
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+ EditorGUILayout.LabelField(new GUIContent(slot.Data.Name, SpineEditorUtilities.Icons.slot), GUILayout.ExpandWidth(false));
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+
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+ EditorGUI.BeginChangeCheck();
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+ Color c = EditorGUILayout.ColorField(new Color(slot.R, slot.G, slot.B, slot.A), GUILayout.Width(60));
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+
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+ if(EditorGUI.EndChangeCheck()){
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+ slot.SetColor( c );
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+ skeletonRenderer.LateUpdate();
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+ }
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+
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+ EditorGUILayout.EndHorizontal();
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+
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+
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+
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+ foreach(Attachment attachment in pair.Value){
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+
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+ if(slot.Attachment == attachment){
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+ GUI.contentColor = Color.white;
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+ }
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+ else{
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+ GUI.contentColor = Color.grey;
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+ }
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+
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+ EditorGUI.indentLevel = 2;
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+ bool isAttached = attachment == slot.Attachment;
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+
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+ Texture2D icon = null;
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+
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+ if(attachment is MeshAttachment || attachment is SkinnedMeshAttachment)
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+ icon = SpineEditorUtilities.Icons.mesh;
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+ else
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+ icon = SpineEditorUtilities.Icons.image;
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+
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+ bool swap = EditorGUILayout.ToggleLeft( new GUIContent( attachment.Name, icon ), attachment == slot.Attachment );
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+
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+ if(!isAttached && swap){
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+ slot.Attachment = attachment;
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+ skeletonRenderer.LateUpdate();
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+ }
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+ else if(isAttached && !swap){
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+ slot.Attachment = null;
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+ skeletonRenderer.LateUpdate();
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+ }
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+
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+ GUI.contentColor = Color.white;
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+ }
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+ }
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+ #if UNITY_4_3
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+
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+#else
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+ }
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+ EditorGUILayout.EndFadeGroup();
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+ if(showSlots.isAnimating)
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+ Repaint();
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+#endif
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+ }
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+
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+ void SpawnHierarchyContextMenu(){
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+ GenericMenu menu = new GenericMenu();
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+
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+ menu.AddItem(new GUIContent("Follow"), false, SpawnFollowHierarchy);
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+ menu.AddItem(new GUIContent("Follow (Root Only)"), false, SpawnFollowHierarchyRootOnly);
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+ menu.AddSeparator("");
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+ menu.AddItem(new GUIContent("Override"), false, SpawnOverrideHierarchy);
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+ menu.AddItem(new GUIContent("Override (Root Only)"), false, SpawnOverrideHierarchyRootOnly);
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+
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+ menu.ShowAsContext();
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+ }
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+
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+ void SpawnFollowHierarchy(){
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+ Selection.activeGameObject = skeletonUtility.SpawnHierarchy( SkeletonUtilityBone.Mode.Follow, true, true, true );
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+ AttachIconsToChildren( skeletonUtility.boneRoot );
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+ }
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+
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+ void SpawnFollowHierarchyRootOnly(){
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+ Selection.activeGameObject = skeletonUtility.SpawnRoot( SkeletonUtilityBone.Mode.Follow, true, true, true );
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+ AttachIconsToChildren( skeletonUtility.boneRoot );
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+ }
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+
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+ void SpawnOverrideHierarchy(){
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+ Selection.activeGameObject = skeletonUtility.SpawnHierarchy( SkeletonUtilityBone.Mode.Override, true, true, true );
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+ AttachIconsToChildren( skeletonUtility.boneRoot );
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+ }
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+
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+ void SpawnOverrideHierarchyRootOnly(){
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+ Selection.activeGameObject = skeletonUtility.SpawnRoot( SkeletonUtilityBone.Mode.Override, true, true, true );
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+ AttachIconsToChildren( skeletonUtility.boneRoot );
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+ }
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+}
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