三国卡牌客户端基础资源仓库
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5 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.
 *****************************************************************************/
 
using System.Collections;
using UnityEditor;
using UnityEngine;
 
namespace Spine.Unity.Editor {
 
    using Editor = UnityEditor.Editor;
    using Event = UnityEngine.Event;
 
    [CustomEditor(typeof(PointFollower)), CanEditMultipleObjects]
    public class PointFollowerInspector : Editor {
        SerializedProperty slotName, pointAttachmentName, skeletonRenderer, followZPosition, followBoneRotation, followSkeletonFlip;
        PointFollower targetPointFollower;
        bool needsReset;
 
        #region Context Menu Item
        [MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject")]
        static void AddBoneFollowerGameObject (MenuCommand cmd) {
            SkeletonRenderer skeletonRenderer = cmd.context as SkeletonRenderer;
            GameObject go = EditorInstantiation.NewGameObject("PointFollower", true);
            Transform t = go.transform;
            t.SetParent(skeletonRenderer.transform);
            t.localPosition = Vector3.zero;
 
            PointFollower f = go.AddComponent<PointFollower>();
            f.skeletonRenderer = skeletonRenderer;
 
            EditorGUIUtility.PingObject(t);
 
            Undo.RegisterCreatedObjectUndo(go, "Add PointFollower");
        }
 
        // Validate
        [MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject", true)]
        static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
            SkeletonRenderer skeletonRenderer = cmd.context as SkeletonRenderer;
            return skeletonRenderer.valid;
        }
        #endregion
 
        void OnEnable () {
            skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
            slotName = serializedObject.FindProperty("slotName");
            pointAttachmentName = serializedObject.FindProperty("pointAttachmentName");
 
            targetPointFollower = (PointFollower)target;
            if (targetPointFollower.skeletonRenderer != null)
                targetPointFollower.skeletonRenderer.Initialize(false);
 
            if (!targetPointFollower.IsValid || needsReset) {
                targetPointFollower.Initialize();
                targetPointFollower.LateUpdate();
                needsReset = false;
                SceneView.RepaintAll();
            }
        }
 
        public void OnSceneGUI () {
            PointFollower tbf = target as PointFollower;
            SkeletonRenderer skeletonRendererComponent = tbf.skeletonRenderer;
            if (skeletonRendererComponent == null)
                return;
 
            Skeleton skeleton = skeletonRendererComponent.skeleton;
            Transform skeletonTransform = skeletonRendererComponent.transform;
 
            if (string.IsNullOrEmpty(pointAttachmentName.stringValue)) {
                // Draw all active PointAttachments in the current skin
                Skin currentSkin = skeleton.Skin;
                if (currentSkin != skeleton.Data.DefaultSkin) DrawPointsInSkin(skeleton.Data.DefaultSkin, skeleton, skeletonTransform);
                if (currentSkin != null) DrawPointsInSkin(currentSkin, skeleton, skeletonTransform);
            } else {
                Slot slot = skeleton.FindSlot(slotName.stringValue);
                if (slot != null) {
                    int slotIndex = slot.Data.Index;
                    PointAttachment point = skeleton.GetAttachment(slotIndex, pointAttachmentName.stringValue) as PointAttachment;
                    if (point != null) {
                        DrawPointAttachmentWithLabel(point, slot.Bone, skeletonTransform);
                    }
                }
            }
        }
 
        static void DrawPointsInSkin (Skin skin, Skeleton skeleton, Transform transform) {
            foreach (Skin.SkinEntry skinEntry in skin.Attachments) {
                PointAttachment attachment = skinEntry.Attachment as PointAttachment;
                if (attachment != null) {
                    Slot slot = skeleton.Slots.Items[skinEntry.SlotIndex];
                    DrawPointAttachmentWithLabel(attachment, slot.Bone, transform);
                }
            }
        }
 
        static void DrawPointAttachmentWithLabel (PointAttachment point, Bone bone, Transform transform) {
            Vector3 labelOffset = new Vector3(0f, -0.2f, 0f);
            SpineHandles.DrawPointAttachment(bone, point, transform);
            Handles.Label(labelOffset + point.GetWorldPosition(bone, transform), point.Name, SpineHandles.PointNameStyle);
        }
 
        override public void OnInspectorGUI () {
            if (serializedObject.isEditingMultipleObjects) {
                if (needsReset) {
                    needsReset = false;
                    foreach (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) {
                targetPointFollower.Initialize();
                targetPointFollower.LateUpdate();
                needsReset = false;
                SceneView.RepaintAll();
            }
            serializedObject.Update();
 
            DrawDefaultInspector();
 
            // Find Renderer
            if (skeletonRenderer.objectReferenceValue == null) {
                SkeletonRenderer parentRenderer = targetPointFollower.GetComponentInParent<SkeletonRenderer>();
                if (parentRenderer != null && parentRenderer.gameObject != targetPointFollower.gameObject) {
                    skeletonRenderer.objectReferenceValue = parentRenderer;
                    Debug.Log("Inspector automatically assigned PointFollower.SkeletonRenderer");
                }
            }
 
            SkeletonRenderer skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
            if (skeletonRendererReference != null) {
                if (skeletonRendererReference.gameObject == targetPointFollower.gameObject) {
                    skeletonRenderer.objectReferenceValue = null;
                    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");
                }
            }
 
            if (!targetPointFollower.IsValid) {
                needsReset = true;
            }
 
            Event current = Event.current;
            bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
            if (wasUndo)
                targetPointFollower.Initialize();
 
            serializedObject.ApplyModifiedProperties();
        }
    }
 
}