少年修仙传客户端代码仓库
hch
2023-06-14 f23c81d21c9cc4c9f06e8bed3ebb7ddbe7e15ac3
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/******************************************************************************
 * 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;
 
namespace Spine.Unity.Editor {
    using Event = UnityEngine.Event;
    using Icons = SpineEditorUtilities.Icons;
 
    [CustomEditor(typeof(BoundingBoxFollower))]
    public class BoundingBoxFollowerInspector : UnityEditor.Editor {
        SerializedProperty skeletonRenderer, slotName, isTrigger, 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 OnEnable () {
            skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
            slotName = serializedObject.FindProperty("slotName");
            isTrigger = serializedObject.FindProperty("isTrigger");
            clearStateOnDisable = serializedObject.FindProperty("clearStateOnDisable");
            follower = (BoundingBoxFollower)target;
        }
 
        public override void OnInspectorGUI () {
            bool isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
 
            // Try to auto-assign SkeletonRenderer field.
            if (skeletonRenderer.objectReferenceValue == null) {
                var 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();
            }
 
            var sr = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
            if (sr != null && sr.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(50f))) {
                        AddBoundingBoxFollowerChild(sr, follower);
                        DestroyImmediate(follower);
                        return;
                    }
                }
                EditorGUILayout.Space();
            }
 
            EditorGUI.BeginChangeCheck();
            EditorGUILayout.PropertyField(skeletonRenderer);
            EditorGUILayout.PropertyField(slotName, new GUIContent("Slot"));
            if (EditorGUI.EndChangeCheck()) {
                serializedObject.ApplyModifiedProperties();
                if (!isInspectingPrefab)
                    rebuildRequired = true;
            }
 
            using (new SpineInspectorUtility.LabelWidthScope(150f)) {
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(isTrigger);
                bool triggerChanged = 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 || triggerChanged) {
                    serializedObject.ApplyModifiedProperties();
                    if (triggerChanged)
                        foreach (var col in follower.colliderTable.Values)
                            col.isTrigger = isTrigger.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.
                var 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 (var kp in follower.nameTable) {
                            string attachmentName = kp.Value;
                            var collider = follower.colliderTable[kp.Key];
                            bool isPlaceholder = attachmentName != kp.Key.Name;
                            collider.enabled = EditorGUILayout.ToggleLeft(new GUIContent(!isPlaceholder ? attachmentName : string.Format("{0} [{1}]", attachmentName, kp.Key.Name), isPlaceholder ? Icons.skinPlaceholder : Icons.boundingBox), collider.enabled);
                        }
                        sceneRepaintRequired |= EditorGUI.EndChangeCheck();
                        EditorGUI.indentLevel--;
                    }
                }
 
            }
 
            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) {
                    var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
                    boneFollower.boneName = 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) {
            var go = AddBoundingBoxFollowerChild((SkeletonRenderer)command.context);
            Undo.RegisterCreatedObjectUndo(go, "Add BoundingBoxFollower");
        }
        #endregion
 
        static GameObject AddBoundingBoxFollowerChild (SkeletonRenderer sr, BoundingBoxFollower original = null) {
            var go = new GameObject("BoundingBoxFollower");
            go.transform.SetParent(sr.transform, false);
            var newFollower = go.AddComponent<BoundingBoxFollower>();
 
            if (original != null) {
                newFollower.slotName = original.slotName;
                newFollower.isTrigger = original.isTrigger;
                newFollower.clearStateOnDisable = original.clearStateOnDisable;
            }
 
            newFollower.skeletonRenderer = sr;
            newFollower.Initialize();
 
 
            Selection.activeGameObject = go;
            EditorGUIUtility.PingObject(go);
            return go;
        }
 
    }
 
}