三国卡牌客户端基础资源仓库
yyl
4 天以前 cec146fc3fe287928e075c79ece20a20a9b16b20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software or
 * otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
 * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
 
using UnityEditor;
using UnityEngine;
 
namespace Spine.Unity.Editor {
 
    using Editor = UnityEditor.Editor;
    using Event = UnityEngine.Event;
 
    [CustomEditor(typeof(BoneFollower)), CanEditMultipleObjects]
    public class BoneFollowerInspector : Editor {
        SerializedProperty boneName, skeletonRenderer, followXYPosition, followZPosition, followBoneRotation,
            followLocalScale, followParentWorldScale, followSkeletonFlip, maintainedAxisOrientation;
        BoneFollower targetBoneFollower;
        bool needsReset;
 
        #region Context Menu Item
        [MenuItem("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject")]
        static void AddBoneFollowerGameObject (MenuCommand cmd) {
            SkeletonRenderer skeletonRenderer = cmd.context as SkeletonRenderer;
            GameObject go = EditorInstantiation.NewGameObject("New BoneFollower", true);
            Transform t = go.transform;
            t.SetParent(skeletonRenderer.transform);
            t.localPosition = Vector3.zero;
 
            BoneFollower f = go.AddComponent<BoneFollower>();
            f.skeletonRenderer = skeletonRenderer;
 
            EditorGUIUtility.PingObject(t);
 
            Undo.RegisterCreatedObjectUndo(go, "Add BoneFollower");
        }
 
        // Validate
        [MenuItem("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject", true)]
        static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
            SkeletonRenderer skeletonRenderer = cmd.context as SkeletonRenderer;
            return skeletonRenderer.valid;
        }
 
        [MenuItem("CONTEXT/BoneFollower/Rename BoneFollower GameObject")]
        static void RenameGameObject (MenuCommand cmd) {
            AutonameGameObject(cmd.context as BoneFollower);
        }
        #endregion
 
        static void AutonameGameObject (BoneFollower boneFollower) {
            if (boneFollower == null) return;
 
            string boneName = boneFollower.boneName;
            boneFollower.gameObject.name = string.IsNullOrEmpty(boneName) ? "BoneFollower" : string.Format("{0} (BoneFollower)", boneName);
        }
 
        void OnEnable () {
            skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
            boneName = serializedObject.FindProperty("boneName");
            followBoneRotation = serializedObject.FindProperty("followBoneRotation");
            followXYPosition = serializedObject.FindProperty("followXYPosition");
            followZPosition = serializedObject.FindProperty("followZPosition");
            followLocalScale = serializedObject.FindProperty("followLocalScale");
            followParentWorldScale = serializedObject.FindProperty("followParentWorldScale");
            followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
            maintainedAxisOrientation = serializedObject.FindProperty("maintainedAxisOrientation");
 
            targetBoneFollower = (BoneFollower)target;
            if (targetBoneFollower.SkeletonRenderer != null)
                targetBoneFollower.SkeletonRenderer.Initialize(false);
 
            if (!targetBoneFollower.valid || needsReset) {
                targetBoneFollower.Initialize();
                targetBoneFollower.LateUpdate();
                needsReset = false;
                SceneView.RepaintAll();
            }
        }
 
        public void OnSceneGUI () {
            BoneFollower tbf = target as BoneFollower;
            SkeletonRenderer skeletonRendererComponent = tbf.skeletonRenderer;
            if (skeletonRendererComponent == null) return;
 
            Transform transform = skeletonRendererComponent.transform;
            Skeleton skeleton = skeletonRendererComponent.skeleton;
 
            if (string.IsNullOrEmpty(boneName.stringValue)) {
                SpineHandles.DrawBones(transform, skeleton);
                SpineHandles.DrawBoneNames(transform, skeleton);
                Handles.Label(tbf.transform.position, "No bone selected", EditorStyles.helpBox);
            } else {
                Bone targetBone = tbf.bone;
                if (targetBone == null) return;
                SpineHandles.DrawBoneWireframe(transform, targetBone, SpineHandles.TransformContraintColor);
                Handles.Label(targetBone.GetWorldPosition(transform), targetBone.Data.Name, SpineHandles.BoneNameStyle);
            }
        }
 
        override public void OnInspectorGUI () {
            if (serializedObject.isEditingMultipleObjects) {
                if (needsReset) {
                    needsReset = false;
                    foreach (UnityEngine.Object o in targets) {
                        BoneFollower bf = (BoneFollower)o;
                        bf.Initialize();
                        bf.LateUpdate();
                    }
                    SceneView.RepaintAll();
                }
 
                EditorGUI.BeginChangeCheck();
                DrawDefaultInspector();
                needsReset |= EditorGUI.EndChangeCheck();
                return;
            }
 
            if (needsReset && Event.current.type == EventType.Layout) {
                targetBoneFollower.Initialize();
                targetBoneFollower.LateUpdate();
                needsReset = false;
                SceneView.RepaintAll();
            }
            serializedObject.Update();
 
            // Find Renderer
            if (skeletonRenderer.objectReferenceValue == null) {
                SkeletonRenderer parentRenderer = targetBoneFollower.GetComponentInParent<SkeletonRenderer>();
                if (parentRenderer != null && parentRenderer.gameObject != targetBoneFollower.gameObject) {
                    skeletonRenderer.objectReferenceValue = parentRenderer;
                    Debug.Log("Inspector automatically assigned BoneFollower.SkeletonRenderer");
                }
            }
 
            EditorGUILayout.PropertyField(skeletonRenderer);
            SkeletonRenderer skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
            if (skeletonRendererReference != null) {
                if (skeletonRendererReference.gameObject == targetBoneFollower.gameObject) {
                    skeletonRenderer.objectReferenceValue = null;
                    EditorUtility.DisplayDialog("Invalid assignment.", "BoneFollower can only follow a skeleton on a separate GameObject.\n\nCreate a new GameObject for your BoneFollower, or choose a SkeletonRenderer from a different GameObject.", "Ok");
                }
            }
 
            if (!targetBoneFollower.valid) {
                needsReset = true;
            }
 
            if (targetBoneFollower.valid) {
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(boneName);
                needsReset |= EditorGUI.EndChangeCheck();
 
                EditorGUILayout.PropertyField(followBoneRotation);
                EditorGUILayout.PropertyField(followXYPosition);
                EditorGUILayout.PropertyField(followZPosition);
                EditorGUILayout.PropertyField(followLocalScale);
                EditorGUILayout.PropertyField(followParentWorldScale);
                EditorGUILayout.PropertyField(followSkeletonFlip);
                if ((followSkeletonFlip.hasMultipleDifferentValues || followSkeletonFlip.boolValue == false) &&
                    (followBoneRotation.hasMultipleDifferentValues || followBoneRotation.boolValue == true)) {
                    using (new SpineInspectorUtility.IndentScope())
                        EditorGUILayout.PropertyField(maintainedAxisOrientation);
                }
 
                BoneFollowerInspector.RecommendRigidbodyButton(targetBoneFollower);
            } else {
                SkeletonRenderer boneFollowerSkeletonRenderer = targetBoneFollower.skeletonRenderer;
                if (boneFollowerSkeletonRenderer == null) {
                    EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonMecanim).", MessageType.Warning);
                } else {
                    boneFollowerSkeletonRenderer.Initialize(false);
 
                    if (boneFollowerSkeletonRenderer.skeletonDataAsset == null)
                        EditorGUILayout.HelpBox("Assigned SkeletonRenderer does not have SkeletonData assigned to it.", MessageType.Warning);
 
                    if (!boneFollowerSkeletonRenderer.valid)
                        EditorGUILayout.HelpBox("Assigned SkeletonRenderer is invalid. Check target SkeletonRenderer, its SkeletonData asset or the console for other errors.", MessageType.Warning);
                }
            }
 
            Event current = Event.current;
            bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
            if (wasUndo)
                targetBoneFollower.Initialize();
 
            serializedObject.ApplyModifiedProperties();
        }
 
        internal static void RecommendRigidbodyButton (Component component) {
            bool hasCollider2D = component.GetComponent<Collider2D>() != null || component.GetComponent<BoundingBoxFollower>() != null;
            bool hasCollider3D = !hasCollider2D && component.GetComponent<Collider>();
            bool missingRigidBody = (hasCollider2D && component.GetComponent<Rigidbody2D>() == null) || (hasCollider3D && component.GetComponent<Rigidbody>() == null);
            if (missingRigidBody) {
                using (new SpineInspectorUtility.BoxScope()) {
                    EditorGUILayout.HelpBox("Collider detected. Unity recommends adding a Rigidbody to the Transforms of any colliders that are intended to be dynamically repositioned and rotated.", MessageType.Warning);
                    System.Type rbType = hasCollider2D ? typeof(Rigidbody2D) : typeof(Rigidbody);
                    string rbLabel = string.Format("Add {0}", rbType.Name);
                    GUIContent rbContent = SpineInspectorUtility.TempContent(rbLabel, SpineInspectorUtility.UnityIcon(rbType), "Add a rigidbody to this GameObject to be the Physics body parent of the attached collider.");
                    if (SpineInspectorUtility.CenteredButton(rbContent)) component.gameObject.AddComponent(rbType);
                }
            }
        }
    }
 
}