/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.AnimatedValues;
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using System.Collections.Generic;
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using Spine;
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using System.Reflection;
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namespace Spine.Unity.Editor {
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using Icons = SpineEditorUtilities.Icons;
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[CustomEditor(typeof(SkeletonUtility))]
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public class SkeletonUtilityInspector : UnityEditor.Editor {
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SkeletonUtility skeletonUtility;
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Skeleton skeleton;
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SkeletonRenderer skeletonRenderer;
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Skin activeSkin;
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bool isPrefab;
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Dictionary<Slot, List<Attachment>> attachmentTable = new Dictionary<Slot, List<Attachment>>();
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GUIContent SpawnHierarchyButtonLabel = new GUIContent("Spawn Hierarchy", Icons.skeleton);
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GUIContent SlotsRootLabel = new GUIContent("Slots", Icons.slotRoot);
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static AnimBool showSlots = new AnimBool(false);
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static bool debugSkeleton = false;
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void OnEnable () {
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skeletonUtility = (SkeletonUtility)target;
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skeletonRenderer = skeletonUtility.GetComponent<SkeletonRenderer>();
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skeleton = skeletonRenderer.Skeleton;
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if (skeleton == null) {
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skeletonRenderer.Initialize(false);
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skeletonRenderer.LateUpdate();
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skeleton = skeletonRenderer.skeleton;
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}
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if (!skeletonRenderer.valid) return;
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UpdateAttachments();
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isPrefab |= PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab;
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}
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public override void OnInspectorGUI () {
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bool requireRepaint = false;
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if (skeletonRenderer.skeleton != skeleton || activeSkin != skeleton.Skin) {
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UpdateAttachments();
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}
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if (isPrefab) {
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GUILayout.Label(new GUIContent("Cannot edit Prefabs", Icons.warning));
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return;
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}
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if (!skeletonRenderer.valid) {
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GUILayout.Label(new GUIContent("Spine Component invalid. Check Skeleton Data Asset.", Icons.warning));
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return;
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}
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skeletonUtility.boneRoot = (Transform)EditorGUILayout.ObjectField("Bone Root", skeletonUtility.boneRoot, typeof(Transform), true);
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using (new EditorGUI.DisabledGroupScope(skeletonUtility.boneRoot != null)) {
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if (SpineInspectorUtility.LargeCenteredButton(SpawnHierarchyButtonLabel))
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SpawnHierarchyContextMenu();
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}
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using (new SpineInspectorUtility.BoxScope()) {
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debugSkeleton = EditorGUILayout.Foldout(debugSkeleton, "Debug Skeleton");
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if (debugSkeleton) {
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EditorGUI.BeginChangeCheck();
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skeleton.FlipX = EditorGUILayout.ToggleLeft("skeleton.FlipX", skeleton.FlipX);
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skeleton.FlipY = EditorGUILayout.ToggleLeft("skeleton.FlipY", skeleton.FlipY);
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requireRepaint |= EditorGUI.EndChangeCheck();
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// foreach (var t in skeleton.IkConstraints)
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// EditorGUILayout.LabelField(t.Data.Name + " " + t.Mix + " " + t.Target.Data.Name);
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showSlots.target = EditorGUILayout.Foldout(showSlots.target, SlotsRootLabel);
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if (showSlots.faded > 0) {
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using (new EditorGUILayout.FadeGroupScope(showSlots.faded)) {
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int baseIndent = EditorGUI.indentLevel;
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foreach (KeyValuePair<Slot, List<Attachment>> pair in attachmentTable) {
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Slot slot = pair.Key;
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using (new EditorGUILayout.HorizontalScope()) {
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EditorGUI.indentLevel = baseIndent + 1;
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EditorGUILayout.LabelField(new GUIContent(slot.Data.Name, Icons.slot), GUILayout.ExpandWidth(false));
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EditorGUI.BeginChangeCheck();
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Color c = EditorGUILayout.ColorField(new Color(slot.R, slot.G, slot.B, slot.A), GUILayout.Width(60));
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if (EditorGUI.EndChangeCheck()) {
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slot.SetColor(c);
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requireRepaint = true;
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}
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}
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foreach (var attachment in pair.Value) {
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GUI.contentColor = slot.Attachment == attachment ? Color.white : Color.grey;
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EditorGUI.indentLevel = baseIndent + 2;
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var icon = Icons.GetAttachmentIcon(attachment);
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bool isAttached = (attachment == slot.Attachment);
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bool swap = EditorGUILayout.ToggleLeft(new GUIContent(attachment.Name, icon), attachment == slot.Attachment);
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if (isAttached != swap) {
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slot.Attachment = isAttached ? null : attachment;
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requireRepaint = true;
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}
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GUI.contentColor = Color.white;
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}
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}
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}
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}
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}
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if (showSlots.isAnimating)
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Repaint();
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}
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if (requireRepaint) {
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skeletonRenderer.LateUpdate();
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SceneView.RepaintAll();
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}
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}
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void UpdateAttachments () {
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skeleton = skeletonRenderer.skeleton;
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Skin defaultSkin = skeleton.Data.DefaultSkin;
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Skin skin = skeleton.Skin ?? defaultSkin;
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bool notDefaultSkin = skin != defaultSkin;
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attachmentTable.Clear();
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for (int i = skeleton.Slots.Count - 1; i >= 0; i--) {
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var attachments = new List<Attachment>();
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attachmentTable.Add(skeleton.Slots.Items[i], attachments);
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skin.FindAttachmentsForSlot(i, attachments); // Add skin attachments.
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if (notDefaultSkin) defaultSkin.FindAttachmentsForSlot(i, attachments); // Add default skin attachments.
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}
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activeSkin = skeleton.Skin;
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}
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// void SpawnHierarchyButton (string label, string tooltip, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca, params GUILayoutOption[] options) {
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// GUIContent content = new GUIContent(label, tooltip);
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// if (GUILayout.Button(content, options)) {
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// if (skeletonUtility.skeletonRenderer == null)
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// skeletonUtility.skeletonRenderer = skeletonUtility.GetComponent<SkeletonRenderer>();
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//
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// if (skeletonUtility.boneRoot != null) {
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// return;
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// }
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//
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// skeletonUtility.SpawnHierarchy(mode, pos, rot, sca);
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//
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// SkeletonUtilityBone[] boneComps = skeletonUtility.GetComponentsInChildren<SkeletonUtilityBone>();
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// foreach (SkeletonUtilityBone b in boneComps)
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// AttachIcon(b);
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// }
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// }
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void SpawnHierarchyContextMenu () {
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GenericMenu menu = new GenericMenu();
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menu.AddItem(new GUIContent("Follow"), false, SpawnFollowHierarchy);
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menu.AddItem(new GUIContent("Follow (Root Only)"), false, SpawnFollowHierarchyRootOnly);
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menu.AddSeparator("");
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menu.AddItem(new GUIContent("Override"), false, SpawnOverrideHierarchy);
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menu.AddItem(new GUIContent("Override (Root Only)"), false, SpawnOverrideHierarchyRootOnly);
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menu.ShowAsContext();
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}
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public static void AttachIcon (SkeletonUtilityBone utilityBone) {
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Skeleton skeleton = utilityBone.skeletonUtility.skeletonRenderer.skeleton;
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Texture2D icon = utilityBone.bone.Data.Length == 0 ? Icons.nullBone : Icons.boneNib;
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foreach (IkConstraint c in skeleton.IkConstraints)
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if (c.Target == utilityBone.bone) {
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icon = Icons.constraintNib;
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break;
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}
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typeof(EditorGUIUtility).InvokeMember("SetIconForObject", BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic, null, null, new object[2] {
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utilityBone.gameObject,
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icon
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});
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}
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static void AttachIconsToChildren (Transform root) {
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if (root != null) {
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var utilityBones = root.GetComponentsInChildren<SkeletonUtilityBone>();
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foreach (var utilBone in utilityBones)
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AttachIcon(utilBone);
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}
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}
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void SpawnFollowHierarchy () {
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Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Follow, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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void SpawnFollowHierarchyRootOnly () {
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Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Follow, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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void SpawnOverrideHierarchy () {
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Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Override, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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void SpawnOverrideHierarchyRootOnly () {
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Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Override, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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}
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}
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