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+/******************************************************************************
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+ * Spine Runtimes Software License v2.5
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+ *
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+ * Copyright (c) 2013-2016, 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 use, install, execute, and perform the Spine
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+ * Runtimes software and derivative works solely for personal or internal
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+ * use. Without the written permission of Esoteric Software (see Section 2 of
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+ * the Spine Software License Agreement), you may not (a) modify, translate,
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+ * adapt, or develop new applications using the Spine Runtimes or otherwise
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+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
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+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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+ * or other intellectual property or proprietary rights notices on or in the
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+ * Software, including any copy thereof. Redistributions in binary or source
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+ * 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 SOFTWARE 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, BUSINESS INTERRUPTION, OR LOSS OF
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+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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+ * POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+using UnityEditor;
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+using UnityEngine;
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+
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+namespace Spine.Unity.Editor {
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+
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+ using Editor = UnityEditor.Editor;
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+ using Event = UnityEngine.Event;
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+
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+ [CustomEditor(typeof(PointFollower)), CanEditMultipleObjects]
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+ public class PointFollowerEditor : Editor {
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+ SerializedProperty slotName, pointAttachmentName, skeletonRenderer, followZPosition, followBoneRotation, followSkeletonFlip;
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+ PointFollower targetPointFollower;
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+ bool needsReset;
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+
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+ #region Context Menu Item
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+ [MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower 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 = new GameObject("PointFollower");
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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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+
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+ var f = go.AddComponent<PointFollower>();
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+ f.skeletonRenderer = skeletonRenderer;
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+
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+ EditorGUIUtility.PingObject(t);
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+
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+ Undo.RegisterCreatedObjectUndo(go, "Add PointFollower");
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+ }
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+
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+ // Validate
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+ [MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower 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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+ #endregion
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+
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+ void OnEnable () {
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+ skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
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+ slotName = serializedObject.FindProperty("slotName");
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+ pointAttachmentName = serializedObject.FindProperty("pointAttachmentName");
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+
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+ targetPointFollower = (PointFollower)target;
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+ if (targetPointFollower.skeletonRenderer != null)
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+ targetPointFollower.skeletonRenderer.Initialize(false);
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+
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+ if (!targetPointFollower.IsValid || needsReset) {
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+ targetPointFollower.Initialize();
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+ targetPointFollower.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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+
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+ public void OnSceneGUI () {
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+ var tbf = target as PointFollower;
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+ var skeletonRendererComponent = tbf.skeletonRenderer;
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+ if (skeletonRendererComponent == null)
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+ return;
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+
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+ var skeleton = skeletonRendererComponent.skeleton;
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+ var skeletonTransform = skeletonRendererComponent.transform;
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+
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+ if (string.IsNullOrEmpty(pointAttachmentName.stringValue)) {
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+ // Draw all active PointAttachments in the current skin
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+ var currentSkin = skeleton.Skin;
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+ if (currentSkin != skeleton.Data.DefaultSkin) DrawPointsInSkin(skeleton.Data.DefaultSkin, skeleton, skeletonTransform);
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+ if (currentSkin != null) DrawPointsInSkin(currentSkin, skeleton, skeletonTransform);
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+ } else {
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+ int slotIndex = skeleton.FindSlotIndex(slotName.stringValue);
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+ if (slotIndex >= 0) {
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+ var slot = skeleton.Slots.Items[slotIndex];
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+ var point = skeleton.GetAttachment(slotIndex, pointAttachmentName.stringValue) as PointAttachment;
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+ if (point != null) {
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+ DrawPointAttachmentWithLabel(point, slot.Bone, skeletonTransform);
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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 void DrawPointsInSkin (Skin skin, Skeleton skeleton, Transform transform) {
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+ foreach (var skinEntry in skin.Attachments) {
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+ var attachment = skinEntry.Value as PointAttachment;
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+ if (attachment != null) {
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+ var skinKey = skinEntry.Key;
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+ var slot = skeleton.Slots.Items[skinKey.slotIndex];
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+ DrawPointAttachmentWithLabel(attachment, slot.Bone, transform);
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+ }
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+ }
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+ }
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+
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+ static void DrawPointAttachmentWithLabel (PointAttachment point, Bone bone, Transform transform) {
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+ Vector3 labelOffset = new Vector3(0f, -0.2f, 0f);
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+ SpineHandles.DrawPointAttachment(bone, point, transform);
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+ Handles.Label(labelOffset + point.GetWorldPosition(bone, transform), point.Name, SpineHandles.PointNameStyle);
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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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+
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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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+
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+ if (needsReset && Event.current.type == EventType.Layout) {
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+ targetPointFollower.Initialize();
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+ targetPointFollower.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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+
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+ DrawDefaultInspector();
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+
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+ // Find Renderer
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+ if (skeletonRenderer.objectReferenceValue == null) {
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+ SkeletonRenderer parentRenderer = targetPointFollower.GetComponentInParent<SkeletonRenderer>();
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+ if (parentRenderer != null && parentRenderer.gameObject != targetPointFollower.gameObject) {
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+ skeletonRenderer.objectReferenceValue = parentRenderer;
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+ Debug.Log("Inspector automatically assigned PointFollower.SkeletonRenderer");
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+ }
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+ }
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+
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+ var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
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+ if (skeletonRendererReference != null) {
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+ if (skeletonRendererReference.gameObject == targetPointFollower.gameObject) {
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+ skeletonRenderer.objectReferenceValue = null;
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+ EditorUtility.DisplayDialog("Invalid assignment.", "PointFollower can only follow a skeleton on a separate GameObject.\n\nCreate a new GameObject for your PointFollower, or choose a SkeletonRenderer from a different GameObject.", "Ok");
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+ }
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+ }
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+
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+ if (!targetPointFollower.IsValid) {
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+ needsReset = true;
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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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+ targetPointFollower.Initialize();
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+
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+ serializedObject.ApplyModifiedProperties();
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+ }
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+ }
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+
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+}
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