/****************************************************************************** * 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(); 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(); 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(); } } }