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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.
 *****************************************************************************/
 
// Contributed by: Mitch Thompson
 
using UnityEditor;
using UnityEngine;
 
namespace Spine.Unity.Editor {
    [CustomEditor(typeof(SkeletonMecanim))]
    [CanEditMultipleObjects]
    public class SkeletonMecanimInspector : SkeletonRendererInspector {
        public static bool mecanimSettingsFoldout;
        public static bool enableScenePreview;
 
        protected SerializedProperty autoReset;
        protected SerializedProperty useCustomMixMode;
        protected SerializedProperty layerMixModes;
        protected SerializedProperty layerBlendModes;
 
        protected override void OnEnable () {
            base.OnEnable();
            SerializedProperty mecanimTranslator = serializedObject.FindProperty("translator");
            autoReset = mecanimTranslator.FindPropertyRelative("autoReset");
            useCustomMixMode = mecanimTranslator.FindPropertyRelative("useCustomMixMode");
            layerMixModes = mecanimTranslator.FindPropertyRelative("layerMixModes");
            layerBlendModes = mecanimTranslator.FindPropertyRelative("layerBlendModes");
        }
 
        protected override void DrawInspectorGUI (bool multi) {
            AddRootMotionComponentIfEnabled();
 
            base.DrawInspectorGUI(multi);
 
            using (new SpineInspectorUtility.BoxScope()) {
                mecanimSettingsFoldout = EditorGUILayout.Foldout(mecanimSettingsFoldout, "Mecanim Translator");
                if (mecanimSettingsFoldout) {
                    EditorGUILayout.PropertyField(autoReset, new GUIContent("Auto Reset",
                        "When set to true, the skeleton state is mixed out to setup-" +
                        "pose when an animation finishes, according to the " +
                        "animation's keyed items."));
 
                    EditorGUILayout.PropertyField(useCustomMixMode, new GUIContent("Custom MixMode",
                        "When disabled, the recommended MixMode is used according to the layer blend mode. Enable to specify a custom MixMode for each Mecanim layer."));
 
                    if (useCustomMixMode.hasMultipleDifferentValues || useCustomMixMode.boolValue == true) {
                        DrawLayerSettings();
                        EditorGUILayout.Space();
                    }
                }
            }
 
            EditorGUI.BeginChangeCheck();
            enableScenePreview = EditorGUILayout.Toggle(new GUIContent("Scene Preview",
                "Preview the Animation Clip selected in the Animation window. Lock this SkeletonMecanim Inspector " +
                "window, open the Animation window and select the Animation Clip. Then in the Animation window " +
                "scrub through the timeline."),
                enableScenePreview, GUILayout.MaxWidth(150f));
            bool wasScenePreviewChanged = EditorGUI.EndChangeCheck();
            if (enableScenePreview)
                HandleAnimationPreview();
            else if (wasScenePreviewChanged) // just disabled, back to setup pose
                PreviewAnimationInScene(null, 0.0f);
        }
 
        protected void AddRootMotionComponentIfEnabled () {
            foreach (UnityEngine.Object t in targets) {
                Component component = t as Component;
                Animator animator = component.GetComponent<Animator>();
                if (animator != null && animator.applyRootMotion) {
                    if (component.GetComponent<SkeletonMecanimRootMotion>() == null) {
                        component.gameObject.AddComponent<SkeletonMecanimRootMotion>();
                    }
                }
            }
        }
 
        protected void HandleAnimationPreview () {
            UnityEngine.Object animationWindow = AnimationWindowPreview.GetOpenAnimationWindow();
 
            AnimationClip selectedClip = null;
            if (animationWindow != null) {
                selectedClip = AnimationWindowPreview.GetAnimationClip(animationWindow);
            }
 
            if (selectedClip != null) {
                float time = AnimationWindowPreview.GetAnimationTime(animationWindow);
                PreviewAnimationInScene(selectedClip, time);
            } else // back to setup pose
                PreviewAnimationInScene(null, 0.0f);
        }
 
        protected void PreviewAnimationInScene (AnimationClip clip, float time) {
            foreach (UnityEngine.Object c in targets) {
                SkeletonRenderer skeletonRenderer = c as SkeletonRenderer;
                if (skeletonRenderer == null) continue;
                Skeleton skeleton = skeletonRenderer.Skeleton;
                SkeletonData skeletonData = skeleton.Data;
 
                skeleton.SetToSetupPose();
                if (clip != null) {
                    Spine.Animation animation = skeletonData.FindAnimation(clip.name);
                    animation.Apply(skeleton, 0, time, false, null, 1.0f, MixBlend.First, MixDirection.In);
                }
                skeletonRenderer.LateUpdate();
            }
            SceneView.RepaintAll();
        }
 
        protected void DrawLayerSettings () {
            string[] layerNames = GetLayerNames();
            float widthLayerColumn = 140;
            float widthMixColumn = 84;
 
            using (new GUILayout.HorizontalScope()) {
                Rect rect = GUILayoutUtility.GetRect(EditorGUIUtility.currentViewWidth, EditorGUIUtility.singleLineHeight);
                rect.width = widthLayerColumn;
                EditorGUI.LabelField(rect, SpineInspectorUtility.TempContent("Mecanim Layer"), EditorStyles.boldLabel);
 
                int savedIndent = EditorGUI.indentLevel;
                EditorGUI.indentLevel = 0;
 
                rect.position += new Vector2(rect.width, 0);
                rect.width = widthMixColumn;
                EditorGUI.LabelField(rect, SpineInspectorUtility.TempContent("Mix Mode"), EditorStyles.boldLabel);
 
                EditorGUI.indentLevel = savedIndent;
            }
 
            using (new SpineInspectorUtility.IndentScope()) {
                int layerCount = layerMixModes.arraySize;
                for (int i = 0; i < layerCount; ++i) {
                    using (new GUILayout.HorizontalScope()) {
                        string layerName = i < layerNames.Length ? layerNames[i] : ("Layer " + i);
 
                        Rect rect = GUILayoutUtility.GetRect(EditorGUIUtility.currentViewWidth, EditorGUIUtility.singleLineHeight);
                        rect.width = widthLayerColumn;
                        EditorGUI.PrefixLabel(rect, SpineInspectorUtility.TempContent(layerName));
 
                        int savedIndent = EditorGUI.indentLevel;
                        EditorGUI.indentLevel = 0;
 
                        SerializedProperty mixMode = layerMixModes.GetArrayElementAtIndex(i);
                        rect.position += new Vector2(rect.width, 0);
                        rect.width = widthMixColumn;
                        EditorGUI.PropertyField(rect, mixMode, GUIContent.none);
 
                        EditorGUI.indentLevel = savedIndent;
                    }
                }
            }
        }
 
        protected string[] GetLayerNames () {
            int maxLayerCount = 0;
            int maxIndex = 0;
            for (int i = 0; i < targets.Length; ++i) {
                SkeletonMecanim skeletonMecanim = ((SkeletonMecanim)targets[i]);
                int count = skeletonMecanim.Translator.MecanimLayerCount;
                if (count > maxLayerCount) {
                    maxLayerCount = count;
                    maxIndex = i;
                }
            }
            if (maxLayerCount == 0)
                return new string[0];
            SkeletonMecanim skeletonMecanimMaxLayers = ((SkeletonMecanim)targets[maxIndex]);
            return skeletonMecanimMaxLayers.Translator.MecanimLayerNames;
        }
    }
}