少年修仙传客户端代码仓库
client_Wu Xijin
2019-06-13 033958214c0b16d7e7b93cc821b018c295251867
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
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
 
using UnityEngine;
using UnityEditor;
 
using Spine.Unity;
using Spine.Unity.Editor;
 
namespace Spine.Unity.Modules {
    
    [CustomEditor(typeof(SkeletonRenderSeparator))]
    public class SkeletonRenderSeparatorInspector : UnityEditor.Editor {
        SkeletonRenderSeparator component;
 
        // Properties
        SerializedProperty skeletonRenderer_, copyPropertyBlock_, copyMeshRendererFlags_, partsRenderers_;
        static bool partsRenderersExpanded = false;
 
        // For separator field.
        SerializedObject skeletonRendererSerializedObject;
        SerializedProperty separatorNamesProp;
        static bool skeletonRendererExpanded = true;
        bool slotsReapplyRequired = false;
 
        void OnEnable () {
            if (component == null)
                component = target as SkeletonRenderSeparator;
 
            skeletonRenderer_ = serializedObject.FindProperty("skeletonRenderer");
            copyPropertyBlock_ = serializedObject.FindProperty("copyPropertyBlock");
            copyMeshRendererFlags_ = serializedObject.FindProperty("copyMeshRendererFlags");
 
            var partsRenderers = component.partsRenderers;
            partsRenderers_ = serializedObject.FindProperty("partsRenderers");
            partsRenderers_.isExpanded = partsRenderersExpanded ||    // last state
                partsRenderers.Contains(null) ||    // null items found
                partsRenderers.Count < 1 ||            // no parts renderers
                (skeletonRenderer_.objectReferenceValue != null && SkeletonRendererSeparatorCount + 1 > partsRenderers.Count); // not enough parts renderers
        }
 
        int SkeletonRendererSeparatorCount {
            get {
                if (Application.isPlaying)
                    return component.SkeletonRenderer.separatorSlots.Count;
                else
                    return separatorNamesProp == null ? 0 : separatorNamesProp.arraySize;
            }
        }
 
        public override void OnInspectorGUI () {
            //JOHN: left todo: Add Undo support
            var componentRenderers = component.partsRenderers;
            int totalParts;
 
            using (new SpineInspectorUtility.LabelWidthScope()) {
                bool componentEnabled = component.enabled;
                bool checkBox = EditorGUILayout.Toggle("Enable Separator", componentEnabled);
                if (checkBox != componentEnabled)
                    component.enabled = checkBox;
 
                EditorGUILayout.PropertyField(copyPropertyBlock_);
                EditorGUILayout.PropertyField(copyMeshRendererFlags_);
            }
 
            // SkeletonRenderer Box
            using (new SpineInspectorUtility.BoxScope(false)) {
                // Fancy SkeletonRenderer foldout reference field
                {
                    EditorGUI.indentLevel++;
                    EditorGUI.BeginChangeCheck();
                    var foldoutSkeletonRendererRect = EditorGUILayout.GetControlRect(true, EditorGUIUtility.singleLineHeight);
                    EditorGUI.PropertyField(foldoutSkeletonRendererRect, skeletonRenderer_);
                    if (EditorGUI.EndChangeCheck())
                        serializedObject.ApplyModifiedProperties();
                    if (component.SkeletonRenderer != null) {
                        skeletonRendererExpanded = EditorGUI.Foldout(foldoutSkeletonRendererRect, skeletonRendererExpanded, "");
                    }
                    EditorGUI.indentLevel--;
                }
 
                int separatorCount = 0;
                EditorGUI.BeginChangeCheck();
                if (component.SkeletonRenderer != null) {
                    // Separators from SkeletonRenderer
                    {
                        bool skeletonRendererMismatch = skeletonRendererSerializedObject != null && skeletonRendererSerializedObject.targetObject != component.SkeletonRenderer;
                        if (separatorNamesProp == null || skeletonRendererMismatch) {
                            if (component.SkeletonRenderer != null) {
                                skeletonRendererSerializedObject = new SerializedObject(component.SkeletonRenderer);
                                separatorNamesProp = skeletonRendererSerializedObject.FindProperty("separatorSlotNames");
                                separatorNamesProp.isExpanded = true;
                            }
                        }
                            
                        if (separatorNamesProp != null) {
                            if (skeletonRendererExpanded) {
                                EditorGUI.indentLevel++;
                                SkeletonRendererInspector.SeparatorsField(separatorNamesProp);
                                EditorGUI.indentLevel--;
                            }
                            separatorCount = this.SkeletonRendererSeparatorCount;
                        }
                    }
 
                    if (SkeletonRendererSeparatorCount == 0) {
                        EditorGUILayout.HelpBox("Separators are empty. Change the size to 1 and choose a slot if you want the render to be separated.", MessageType.Info);
                    }
                }
 
                if (EditorGUI.EndChangeCheck()) {
                    skeletonRendererSerializedObject.ApplyModifiedProperties();
 
                    if (!Application.isPlaying)
                        slotsReapplyRequired = true;
                }
                    
 
                totalParts = separatorCount + 1;
                var counterStyle = skeletonRendererExpanded ? EditorStyles.label : EditorStyles.miniLabel;
                EditorGUILayout.LabelField(string.Format("{0}: separates into {1}.", SpineInspectorUtility.Pluralize(separatorCount, "separator", "separators"), SpineInspectorUtility.Pluralize(totalParts, "part", "parts") ), counterStyle);
            }
 
            // Parts renderers
            using (new SpineInspectorUtility.BoxScope(false)) {
                EditorGUI.indentLevel++;
                EditorGUILayout.PropertyField(this.partsRenderers_, true);
                EditorGUI.indentLevel--;
 
                // Null items warning
                bool nullItemsFound = componentRenderers.Contains(null);
                if (nullItemsFound)
                    EditorGUILayout.HelpBox("Some items in the parts renderers list are null and may cause problems.\n\nYou can right-click on that element and choose 'Delete Array Element' to remove it.", MessageType.Warning);
 
                // (Button) Match Separators count
                if (separatorNamesProp != null) {
                    int currentRenderers = 0;
                    foreach (var r in componentRenderers) {
                        if (r != null)
                            currentRenderers++;
                    }
                    int extraRenderersNeeded = totalParts - currentRenderers;
                    if (component.enabled && component.SkeletonRenderer != null && extraRenderersNeeded > 0) {
                        EditorGUILayout.HelpBox(string.Format("Insufficient parts renderers. Some parts will not be rendered."), MessageType.Warning);
                        string addMissingLabel = string.Format("Add the missing renderer{1} ({0}) ", extraRenderersNeeded, SpineInspectorUtility.PluralThenS(extraRenderersNeeded));
                        if (GUILayout.Button(addMissingLabel, GUILayout.Height(40f))) {
                            AddPartsRenderer(extraRenderersNeeded);
                            DetectOrphanedPartsRenderers(component);
                        }
                    }
                }
                    
                if (partsRenderers_.isExpanded != partsRenderersExpanded) partsRenderersExpanded = partsRenderers_.isExpanded;
                if (partsRenderers_.isExpanded) {
                    using (new EditorGUILayout.HorizontalScope()) {
                        // (Button) Destroy Renderers button
                        if (componentRenderers.Count > 0) {
                            if (GUILayout.Button("Clear Parts Renderers")) {
                                // Do you really want to destroy all?
                                if (EditorUtility.DisplayDialog("Destroy Renderers", "Do you really want to destroy all the Parts Renderer GameObjects in the list? (Undo will not work.)", "Destroy", "Cancel")) {                        
                                    foreach (var r in componentRenderers) {
                                        if (r != null)
                                            DestroyImmediate(r.gameObject, allowDestroyingAssets: false);
                                    }
                                    componentRenderers.Clear();
                                    // Do you also want to destroy orphans? (You monster.)
                                    DetectOrphanedPartsRenderers(component);
                                }
                            }
                        }
 
                        // (Button) Add Part Renderer button
                        if (GUILayout.Button("Add Parts Renderer"))
                            AddPartsRenderer(1);                
                    }
                }
            }
 
            serializedObject.ApplyModifiedProperties();
 
            if (slotsReapplyRequired && UnityEngine.Event.current.type == EventType.Repaint) {
                SkeletonRendererInspector.ReapplySeparatorSlotNames(component.SkeletonRenderer);
                component.SkeletonRenderer.LateUpdate();
                SceneView.RepaintAll();
                slotsReapplyRequired = false;
            }
        }
 
        public void AddPartsRenderer (int count) {
            var componentRenderers = component.partsRenderers;
            bool emptyFound = componentRenderers.Contains(null);
            if (emptyFound) {
                bool userClearEntries = EditorUtility.DisplayDialog("Empty entries found", "Null entries found. Do you want to remove null entries before adding the new renderer? ", "Clear Empty Entries", "Don't Clear");
                if (userClearEntries) componentRenderers.RemoveAll(x => x == null);
            }
 
            for (int i = 0; i < count; i++) {
                int index = componentRenderers.Count;
                var smr = SkeletonPartsRenderer.NewPartsRendererGameObject(component.transform, index.ToString());
                componentRenderers.Add(smr);
                EditorGUIUtility.PingObject(smr);
 
                // increment renderer sorting order.
                if (index == 0) continue;
                var prev = componentRenderers[index - 1]; if (prev == null) continue;
 
                var prevMeshRenderer = prev.GetComponent<MeshRenderer>();
                var currentMeshRenderer = smr.GetComponent<MeshRenderer>();
                if (prevMeshRenderer == null || currentMeshRenderer == null) continue;
 
                int prevSortingLayer = prevMeshRenderer.sortingLayerID;
                int prevSortingOrder = prevMeshRenderer.sortingOrder;
                currentMeshRenderer.sortingLayerID = prevSortingLayer;
                currentMeshRenderer.sortingOrder = prevSortingOrder + SkeletonRenderSeparator.DefaultSortingOrderIncrement;
            }
 
        }
 
        /// <summary>Detects orphaned parts renderers and offers to delete them.</summary>
        public void DetectOrphanedPartsRenderers (SkeletonRenderSeparator component) {
            var children = component.GetComponentsInChildren<SkeletonPartsRenderer>();
 
            var orphans = new System.Collections.Generic.List<SkeletonPartsRenderer>();
            foreach (var r in children) {
                if (!component.partsRenderers.Contains(r))
                    orphans.Add(r);
            }
 
            if (orphans.Count > 0) {
                if (EditorUtility.DisplayDialog("Destroy Submesh Renderers", "Unassigned renderers were found. Do you want to delete them? (These may belong to another Render Separator in the same hierarchy. If you don't have another Render Separator component in the children of this GameObject, it's likely safe to delete. Warning: This operation cannot be undone.)", "Delete", "Cancel")) {
                    foreach (var o in orphans) {
                        DestroyImmediate(o.gameObject, allowDestroyingAssets: false);
                    }
                }
            }
        }
 
        #region SkeletonRenderer Context Menu Item
        [MenuItem ("CONTEXT/SkeletonRenderer/Add Skeleton Render Separator")]
        static void AddRenderSeparatorComponent (MenuCommand cmd) {
            var skeletonRenderer = cmd.context as SkeletonRenderer;
            var newComponent = skeletonRenderer.gameObject.AddComponent<SkeletonRenderSeparator>();
 
            Undo.RegisterCreatedObjectUndo(newComponent, "Add SkeletonRenderSeparator");
        }
 
        // Validate
        [MenuItem ("CONTEXT/SkeletonRenderer/Add Skeleton Render Separator", true)]
        static bool ValidateAddRenderSeparatorComponent (MenuCommand cmd) {
            var skeletonRenderer = cmd.context as SkeletonRenderer;
            var separator = skeletonRenderer.GetComponent<SkeletonRenderSeparator>();
            bool separatorNotOnObject = separator == null;
            return separatorNotOnObject;
        }
        #endregion
 
    }
}