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4 天以前 cec146fc3fe287928e075c79ece20a20a9b16b20
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/******************************************************************************
 * 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.
 *****************************************************************************/
 
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
 
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
 
namespace Spine.Unity.Editor {
    using Event = UnityEngine.Event;
    using Icons = SpineEditorUtilities.Icons;
 
    [CustomEditor(typeof(BoundingBoxFollower))]
    public class BoundingBoxFollowerInspector : UnityEditor.Editor {
        SerializedProperty skeletonRenderer, slotName,
            isTrigger, usedByEffector, usedByComposite, clearStateOnDisable;
        BoundingBoxFollower follower;
        bool rebuildRequired = false;
        bool addBoneFollower = false;
        bool sceneRepaintRequired = false;
        bool debugIsExpanded;
 
        GUIContent addBoneFollowerLabel;
        GUIContent AddBoneFollowerLabel {
            get {
                if (addBoneFollowerLabel == null) addBoneFollowerLabel = new GUIContent("Add Bone Follower", Icons.bone);
                return addBoneFollowerLabel;
            }
        }
 
        void InitializeEditor () {
            skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
            slotName = serializedObject.FindProperty("slotName");
            isTrigger = serializedObject.FindProperty("isTrigger");
            usedByEffector = serializedObject.FindProperty("usedByEffector");
            usedByComposite = serializedObject.FindProperty("usedByComposite");
            clearStateOnDisable = serializedObject.FindProperty("clearStateOnDisable");
            follower = (BoundingBoxFollower)target;
        }
 
        public override void OnInspectorGUI () {
 
#if !NEW_PREFAB_SYSTEM
            bool isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
#else
            bool isInspectingPrefab = false;
#endif
 
            // Note: when calling InitializeEditor() in OnEnable, it throws exception
            // "SerializedObjectNotCreatableException: Object at index 0 is null".
            InitializeEditor();
 
            // Try to auto-assign SkeletonRenderer field.
            if (skeletonRenderer.objectReferenceValue == null) {
                SkeletonRenderer foundSkeletonRenderer = follower.GetComponentInParent<SkeletonRenderer>();
                if (foundSkeletonRenderer != null)
                    Debug.Log("BoundingBoxFollower automatically assigned: " + foundSkeletonRenderer.gameObject.name);
                else if (Event.current.type == EventType.Repaint)
                    Debug.Log("No Spine GameObject detected. Make sure to set this GameObject as a child of the Spine GameObject; or set BoundingBoxFollower's 'Skeleton Renderer' field in the inspector.");
 
                skeletonRenderer.objectReferenceValue = foundSkeletonRenderer;
                serializedObject.ApplyModifiedProperties();
                InitializeEditor();
            }
 
            SkeletonRenderer skeletonRendererValue = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
            if (skeletonRendererValue != null && skeletonRendererValue.gameObject == follower.gameObject) {
                using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
                    EditorGUILayout.HelpBox("It's ideal to add BoundingBoxFollower to a separate child GameObject of the Spine GameObject.", MessageType.Warning);
 
                    if (GUILayout.Button(new GUIContent("Move BoundingBoxFollower to new GameObject", Icons.boundingBox), GUILayout.Height(30f))) {
                        AddBoundingBoxFollowerChild(skeletonRendererValue, follower);
                        DestroyImmediate(follower);
                        return;
                    }
                }
                EditorGUILayout.Space();
            }
 
            EditorGUI.BeginChangeCheck();
            EditorGUILayout.PropertyField(skeletonRenderer);
            EditorGUILayout.PropertyField(slotName, new GUIContent("Slot"));
            if (EditorGUI.EndChangeCheck()) {
                serializedObject.ApplyModifiedProperties();
                InitializeEditor();
#if !NEW_PREFAB_SYSTEM
                if (!isInspectingPrefab)
                    rebuildRequired = true;
#endif
            }
 
            using (new SpineInspectorUtility.LabelWidthScope(150f)) {
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(isTrigger);
                EditorGUILayout.PropertyField(usedByEffector);
                EditorGUILayout.PropertyField(usedByComposite);
                bool colliderParamChanged = EditorGUI.EndChangeCheck();
 
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(clearStateOnDisable, new GUIContent(clearStateOnDisable.displayName, "Enable this if you are pooling your Spine GameObject"));
                bool clearStateChanged = EditorGUI.EndChangeCheck();
 
                if (clearStateChanged || colliderParamChanged) {
                    serializedObject.ApplyModifiedProperties();
                    InitializeEditor();
                    if (colliderParamChanged)
                        foreach (PolygonCollider2D col in follower.colliderTable.Values) {
                            col.isTrigger = isTrigger.boolValue;
                            col.usedByEffector = usedByEffector.boolValue;
                            col.usedByComposite = usedByComposite.boolValue;
                        }
                }
            }
 
            if (isInspectingPrefab) {
                follower.colliderTable.Clear();
                follower.nameTable.Clear();
                EditorGUILayout.HelpBox("BoundingBoxAttachments cannot be previewed in prefabs.", MessageType.Info);
 
                // How do you prevent components from being saved into the prefab? No such HideFlag. DontSaveInEditor | DontSaveInBuild does not work. DestroyImmediate does not work.
                PolygonCollider2D collider = follower.GetComponent<PolygonCollider2D>();
                if (collider != null) Debug.LogWarning("Found BoundingBoxFollower collider components in prefab. These are disposed and regenerated at runtime.");
 
            } else {
                using (new SpineInspectorUtility.BoxScope()) {
                    if (debugIsExpanded = EditorGUILayout.Foldout(debugIsExpanded, "Debug Colliders")) {
                        EditorGUI.indentLevel++;
                        EditorGUILayout.LabelField(string.Format("Attachment Names ({0} PolygonCollider2D)", follower.colliderTable.Count));
                        EditorGUI.BeginChangeCheck();
                        foreach (KeyValuePair<BoundingBoxAttachment, string> pair in follower.nameTable) {
                            string attachmentName = pair.Value;
                            PolygonCollider2D collider = follower.colliderTable[pair.Key];
                            bool isPlaceholder = attachmentName != pair.Key.Name;
                            collider.enabled = EditorGUILayout.ToggleLeft(new GUIContent(!isPlaceholder ? attachmentName : string.Format("{0} [{1}]", attachmentName, pair.Key.Name), isPlaceholder ? Icons.skinPlaceholder : Icons.boundingBox), collider.enabled);
                        }
                        sceneRepaintRequired |= EditorGUI.EndChangeCheck();
                        EditorGUI.indentLevel--;
                    }
                }
 
            }
 
            if (follower.Slot == null)
                follower.Initialize(false);
            bool hasBoneFollower = follower.GetComponent<BoneFollower>() != null;
            if (!hasBoneFollower) {
                bool buttonDisabled = follower.Slot == null;
                using (new EditorGUI.DisabledGroupScope(buttonDisabled)) {
                    addBoneFollower |= SpineInspectorUtility.LargeCenteredButton(AddBoneFollowerLabel, true);
                    EditorGUILayout.Space();
                }
            }
 
 
            if (Event.current.type == EventType.Repaint) {
                if (addBoneFollower) {
                    BoneFollower boneFollower = follower.gameObject.AddComponent<BoneFollower>();
                    boneFollower.skeletonRenderer = skeletonRendererValue;
                    boneFollower.SetBone(follower.Slot.Data.BoneData.Name);
                    addBoneFollower = false;
                }
 
                if (sceneRepaintRequired) {
                    SceneView.RepaintAll();
                    sceneRepaintRequired = false;
                }
 
                if (rebuildRequired) {
                    follower.Initialize();
                    rebuildRequired = false;
                }
            }
        }
 
        #region Menus
        [MenuItem("CONTEXT/SkeletonRenderer/Add BoundingBoxFollower GameObject")]
        static void AddBoundingBoxFollowerChild (MenuCommand command) {
            GameObject go = AddBoundingBoxFollowerChild((SkeletonRenderer)command.context);
            Undo.RegisterCreatedObjectUndo(go, "Add BoundingBoxFollower");
        }
 
        [MenuItem("CONTEXT/SkeletonRenderer/Add all BoundingBoxFollower GameObjects")]
        static void AddAllBoundingBoxFollowerChildren (MenuCommand command) {
            List<GameObject> objects = AddAllBoundingBoxFollowerChildren((SkeletonRenderer)command.context);
            foreach (GameObject go in objects)
                Undo.RegisterCreatedObjectUndo(go, "Add BoundingBoxFollower");
        }
        #endregion
 
        public static GameObject AddBoundingBoxFollowerChild (SkeletonRenderer skeletonRenderer,
            BoundingBoxFollower original = null, string name = "BoundingBoxFollower",
            string slotName = null) {
 
            GameObject go = EditorInstantiation.NewGameObject(name, true);
            go.transform.SetParent(skeletonRenderer.transform, false);
            BoundingBoxFollower newFollower = go.AddComponent<BoundingBoxFollower>();
 
            if (original != null) {
                newFollower.slotName = original.slotName;
                newFollower.isTrigger = original.isTrigger;
                newFollower.usedByEffector = original.usedByEffector;
                newFollower.usedByComposite = original.usedByComposite;
                newFollower.clearStateOnDisable = original.clearStateOnDisable;
            }
            if (slotName != null)
                newFollower.slotName = slotName;
 
            newFollower.skeletonRenderer = skeletonRenderer;
            newFollower.Initialize();
 
            Selection.activeGameObject = go;
            EditorGUIUtility.PingObject(go);
            return go;
        }
 
        public static List<GameObject> AddAllBoundingBoxFollowerChildren (
            SkeletonRenderer skeletonRenderer, BoundingBoxFollower original = null) {
 
            List<GameObject> createdGameObjects = new List<GameObject>();
            foreach (Skin skin in skeletonRenderer.Skeleton.Data.Skins) {
                ICollection<Skin.SkinEntry> attachments = skin.Attachments;
                foreach (Skin.SkinEntry entry in attachments) {
                    BoundingBoxAttachment boundingBoxAttachment = entry.Attachment as BoundingBoxAttachment;
                    if (boundingBoxAttachment == null)
                        continue;
                    int slotIndex = entry.SlotIndex;
                    Slot slot = skeletonRenderer.Skeleton.Slots.Items[slotIndex];
                    string slotName = slot.Data.Name;
                    GameObject go = AddBoundingBoxFollowerChild(skeletonRenderer,
                        original, boundingBoxAttachment.Name, slotName);
                    BoneFollower boneFollower = go.AddComponent<BoneFollower>();
                    boneFollower.skeletonRenderer = skeletonRenderer;
                    boneFollower.SetBone(slot.Data.BoneData.Name);
                    createdGameObjects.Add(go);
                }
            }
            return createdGameObjects;
        }
    }
 
}