/******************************************************************************
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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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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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using Spine.Unity;
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using Spine.Unity.Editor;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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[CustomEditor(typeof(SkeletonRenderSeparator))]
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public class SkeletonRenderSeparatorInspector : UnityEditor.Editor {
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SkeletonRenderSeparator component;
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// Properties
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SerializedProperty skeletonRenderer_, copyPropertyBlock_, copyMeshRendererFlags_, partsRenderers_;
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static bool partsRenderersExpanded = false;
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// For separator field.
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SerializedObject skeletonRendererSerializedObject;
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SerializedProperty separatorNamesProp;
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static bool skeletonRendererExpanded = true;
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bool slotsReapplyRequired = false;
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bool partsRendererInitRequired = false;
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void OnEnable () {
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if (component == null)
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component = target as SkeletonRenderSeparator;
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skeletonRenderer_ = serializedObject.FindProperty("skeletonRenderer");
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copyPropertyBlock_ = serializedObject.FindProperty("copyPropertyBlock");
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copyMeshRendererFlags_ = serializedObject.FindProperty("copyMeshRendererFlags");
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List<SkeletonPartsRenderer> partsRenderers = component.partsRenderers;
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partsRenderers_ = serializedObject.FindProperty("partsRenderers");
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partsRenderers_.isExpanded = partsRenderersExpanded || // last state
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partsRenderers.Contains(null) || // null items found
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partsRenderers.Count < 1 || // no parts renderers
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(skeletonRenderer_.objectReferenceValue != null && SkeletonRendererSeparatorCount + 1 > partsRenderers.Count); // not enough parts renderers
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}
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int SkeletonRendererSeparatorCount {
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get {
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if (Application.isPlaying)
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return component.SkeletonRenderer.separatorSlots.Count;
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else
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return separatorNamesProp == null ? 0 : separatorNamesProp.arraySize;
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}
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}
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public override void OnInspectorGUI () {
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// Restore mesh part for undo logic after undo of "Add Parts Renderer".
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// Triggers regeneration and assignment of the mesh filter's mesh.
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bool isMeshFilterAlwaysNull = false;
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#if UNITY_EDITOR && NEW_PREFAB_SYSTEM
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// Don't store mesh or material at the prefab, otherwise it will permanently reload
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PrefabAssetType prefabType = UnityEditor.PrefabUtility.GetPrefabAssetType(component);
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if (UnityEditor.PrefabUtility.IsPartOfPrefabAsset(component) &&
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(prefabType == UnityEditor.PrefabAssetType.Regular || prefabType == UnityEditor.PrefabAssetType.Variant)) {
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isMeshFilterAlwaysNull = true;
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}
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#endif
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if (!isMeshFilterAlwaysNull && component.GetComponent<MeshFilter>() && component.GetComponent<MeshFilter>().sharedMesh == null) {
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component.OnDisable();
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component.OnEnable();
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}
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List<SkeletonPartsRenderer> componentRenderers = component.partsRenderers;
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int totalParts;
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using (new SpineInspectorUtility.LabelWidthScope()) {
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bool componentEnabled = component.enabled;
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bool checkBox = EditorGUILayout.Toggle("Enable Separator", componentEnabled);
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if (checkBox != componentEnabled) {
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Undo.RecordObject(target, "Enable SkeletonRenderSeparator");
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EditorUtility.SetObjectEnabled(target, checkBox);
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}
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if (component.SkeletonRenderer.disableRenderingOnOverride && !component.enabled)
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EditorGUILayout.HelpBox("By default, SkeletonRenderer's MeshRenderer is disabled while the SkeletonRenderSeparator takes over rendering. It is re-enabled when SkeletonRenderSeparator is disabled.", MessageType.Info);
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EditorGUILayout.PropertyField(copyPropertyBlock_);
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EditorGUILayout.PropertyField(copyMeshRendererFlags_);
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}
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// SkeletonRenderer Box
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using (new SpineInspectorUtility.BoxScope(false)) {
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// Fancy SkeletonRenderer foldout reference field
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{
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EditorGUI.indentLevel++;
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EditorGUI.BeginChangeCheck();
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Rect foldoutSkeletonRendererRect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
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EditorGUI.PropertyField(foldoutSkeletonRendererRect, skeletonRenderer_);
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if (EditorGUI.EndChangeCheck())
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serializedObject.ApplyModifiedProperties();
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if (component.SkeletonRenderer != null) {
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skeletonRendererExpanded = EditorGUI.Foldout(foldoutSkeletonRendererRect, skeletonRendererExpanded, "");
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}
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EditorGUI.indentLevel--;
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}
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int separatorCount = 0;
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EditorGUI.BeginChangeCheck();
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if (component.SkeletonRenderer != null) {
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// Separators from SkeletonRenderer
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{
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bool skeletonRendererMismatch = skeletonRendererSerializedObject != null && skeletonRendererSerializedObject.targetObject != component.SkeletonRenderer;
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if (separatorNamesProp == null || skeletonRendererMismatch) {
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if (component.SkeletonRenderer != null) {
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skeletonRendererSerializedObject = new SerializedObject(component.SkeletonRenderer);
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separatorNamesProp = skeletonRendererSerializedObject.FindProperty("separatorSlotNames");
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separatorNamesProp.isExpanded = true;
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}
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}
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if (separatorNamesProp != null) {
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if (skeletonRendererExpanded) {
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EditorGUI.indentLevel++;
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SkeletonRendererInspector.SeparatorsField(separatorNamesProp);
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EditorGUI.indentLevel--;
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}
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separatorCount = this.SkeletonRendererSeparatorCount;
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}
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}
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if (SkeletonRendererSeparatorCount == 0) {
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EditorGUILayout.HelpBox("Separators are empty. Change the size to 1 and choose a slot if you want the render to be separated.", MessageType.Info);
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}
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}
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if (EditorGUI.EndChangeCheck()) {
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skeletonRendererSerializedObject.ApplyModifiedProperties();
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if (!Application.isPlaying)
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slotsReapplyRequired = true;
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}
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totalParts = separatorCount + 1;
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GUIStyle counterStyle = skeletonRendererExpanded ? EditorStyles.label : EditorStyles.miniLabel;
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EditorGUILayout.LabelField(string.Format("{0}: separates into {1}.", SpineInspectorUtility.Pluralize(separatorCount, "separator", "separators"), SpineInspectorUtility.Pluralize(totalParts, "part", "parts")), counterStyle);
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}
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// Parts renderers
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using (new SpineInspectorUtility.BoxScope(false)) {
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(this.partsRenderers_, true);
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EditorGUI.indentLevel--;
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// Null items warning
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bool nullItemsFound = componentRenderers.Contains(null);
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if (nullItemsFound)
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EditorGUILayout.HelpBox("Some items in the parts renderers list are null and may cause problems.\n\nYou can right-click on that element and choose 'Delete Array Element' to remove it.", MessageType.Warning);
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// (Button) Match Separators count
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if (separatorNamesProp != null) {
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int currentRenderers = 0;
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foreach (SkeletonPartsRenderer r in componentRenderers) {
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if (r != null)
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currentRenderers++;
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}
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int extraRenderersNeeded = totalParts - currentRenderers;
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if (component.enabled && component.SkeletonRenderer != null && extraRenderersNeeded > 0) {
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EditorGUILayout.HelpBox(string.Format("Insufficient parts renderers. Some parts will not be rendered."), MessageType.Warning);
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string addMissingLabel = string.Format("Add the missing renderer{1} ({0}) ", extraRenderersNeeded, SpineInspectorUtility.PluralThenS(extraRenderersNeeded));
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if (GUILayout.Button(addMissingLabel, GUILayout.Height(30f))) {
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AddPartsRenderer(extraRenderersNeeded);
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DetectOrphanedPartsRenderers(component);
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partsRendererInitRequired = true;
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}
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}
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}
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if (partsRenderers_.isExpanded != partsRenderersExpanded) partsRenderersExpanded = partsRenderers_.isExpanded;
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if (partsRenderers_.isExpanded) {
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using (new EditorGUILayout.HorizontalScope()) {
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// (Button) Destroy Renderers button
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if (componentRenderers.Count > 0) {
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if (GUILayout.Button("Clear Parts Renderers")) {
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// Do you really want to destroy all?
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Undo.RegisterCompleteObjectUndo(component, "Clear Parts Renderers");
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if (EditorUtility.DisplayDialog("Destroy Renderers", "Do you really want to destroy all the Parts Renderer GameObjects in the list?", "Destroy", "Cancel")) {
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foreach (SkeletonPartsRenderer r in componentRenderers) {
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if (r != null)
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Undo.DestroyObjectImmediate(r.gameObject);
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}
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componentRenderers.Clear();
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// Do you also want to destroy orphans? (You monster.)
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DetectOrphanedPartsRenderers(component);
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}
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}
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}
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// (Button) Add Part Renderer button
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if (GUILayout.Button("Add Parts Renderer")) {
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AddPartsRenderer(1);
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partsRendererInitRequired = true;
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}
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}
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}
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}
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serializedObject.ApplyModifiedProperties();
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if (partsRendererInitRequired) {
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Undo.RegisterCompleteObjectUndo(component.GetComponent<MeshRenderer>(), "Add Parts Renderers");
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component.OnEnable();
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partsRendererInitRequired = false;
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}
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if (slotsReapplyRequired && UnityEngine.Event.current.type == EventType.Repaint) {
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component.SkeletonRenderer.ReapplySeparatorSlotNames();
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component.SkeletonRenderer.LateUpdateMesh();
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SceneView.RepaintAll();
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slotsReapplyRequired = false;
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}
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}
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public void AddPartsRenderer (int count) {
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List<SkeletonPartsRenderer> componentRenderers = component.partsRenderers;
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bool emptyFound = componentRenderers.Contains(null);
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if (emptyFound) {
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bool userClearEntries = EditorUtility.DisplayDialog("Empty entries found", "Null entries found. Do you want to remove null entries before adding the new renderer? ", "Clear Empty Entries", "Don't Clear");
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if (userClearEntries) componentRenderers.RemoveAll(x => x == null);
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}
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Undo.RegisterCompleteObjectUndo(component, "Add Parts Renderers");
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for (int i = 0; i < count; i++) {
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int index = componentRenderers.Count;
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SkeletonPartsRenderer partsRenderer = SkeletonPartsRenderer.NewPartsRendererGameObject(component.transform, index.ToString());
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Undo.RegisterCreatedObjectUndo(partsRenderer.gameObject, "New Parts Renderer GameObject.");
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componentRenderers.Add(partsRenderer);
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// increment renderer sorting order.
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if (index == 0) continue;
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SkeletonPartsRenderer prev = componentRenderers[index - 1]; if (prev == null) continue;
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MeshRenderer prevMeshRenderer = prev.GetComponent<MeshRenderer>();
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MeshRenderer currentMeshRenderer = partsRenderer.GetComponent<MeshRenderer>();
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if (prevMeshRenderer == null || currentMeshRenderer == null) continue;
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int prevSortingLayer = prevMeshRenderer.sortingLayerID;
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int prevSortingOrder = prevMeshRenderer.sortingOrder;
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currentMeshRenderer.sortingLayerID = prevSortingLayer;
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currentMeshRenderer.sortingOrder = prevSortingOrder + SkeletonRenderSeparator.DefaultSortingOrderIncrement;
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}
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}
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/// <summary>Detects orphaned parts renderers and offers to delete them.</summary>
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public void DetectOrphanedPartsRenderers (SkeletonRenderSeparator component) {
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SkeletonPartsRenderer[] children = component.GetComponentsInChildren<SkeletonPartsRenderer>();
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List<SkeletonPartsRenderer> orphans = new System.Collections.Generic.List<SkeletonPartsRenderer>();
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foreach (SkeletonPartsRenderer r in children) {
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if (!component.partsRenderers.Contains(r))
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orphans.Add(r);
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}
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if (orphans.Count > 0) {
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if (EditorUtility.DisplayDialog("Destroy Submesh Renderers", "Unassigned renderers were found. Do you want to delete them? (These may belong to another Render Separator in the same hierarchy. If you don't have another Render Separator component in the children of this GameObject, it's likely safe to delete. Warning: This operation cannot be undone.)", "Delete", "Cancel")) {
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foreach (SkeletonPartsRenderer o in orphans) {
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Undo.DestroyObjectImmediate(o.gameObject);
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}
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}
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}
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}
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#region SkeletonRenderer Context Menu Item
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[MenuItem("CONTEXT/SkeletonRenderer/Add Skeleton Render Separator")]
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static void AddRenderSeparatorComponent (MenuCommand cmd) {
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SkeletonRenderer skeletonRenderer = cmd.context as SkeletonRenderer;
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SkeletonRenderSeparator newComponent = skeletonRenderer.gameObject.AddComponent<SkeletonRenderSeparator>();
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Undo.RegisterCreatedObjectUndo(newComponent, "Add SkeletonRenderSeparator");
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}
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// Validate
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[MenuItem("CONTEXT/SkeletonRenderer/Add Skeleton Render Separator", true)]
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static bool ValidateAddRenderSeparatorComponent (MenuCommand cmd) {
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SkeletonRenderer skeletonRenderer = cmd.context as SkeletonRenderer;
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SkeletonRenderSeparator separator = skeletonRenderer.GetComponent<SkeletonRenderSeparator>();
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bool separatorNotOnObject = separator == null;
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return separatorNotOnObject;
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}
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#endregion
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}
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}
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