/****************************************************************************** * 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. *****************************************************************************/ // Contributed by: Mitch Thompson using UnityEngine; using UnityEditor; using UnityEditor.AnimatedValues; using System.Collections.Generic; using Spine; using System.Reflection; namespace Spine.Unity.Editor { using Icons = SpineEditorUtilities.Icons; [CustomEditor(typeof(SkeletonUtility))] public class SkeletonUtilityInspector : UnityEditor.Editor { SkeletonUtility skeletonUtility; Skeleton skeleton; SkeletonRenderer skeletonRenderer; Skin activeSkin; bool isPrefab; Dictionary> attachmentTable = new Dictionary>(); GUIContent SpawnHierarchyButtonLabel = new GUIContent("Spawn Hierarchy", Icons.skeleton); GUIContent SlotsRootLabel = new GUIContent("Slots", Icons.slotRoot); static AnimBool showSlots = new AnimBool(false); static bool debugSkeleton = false; void OnEnable () { skeletonUtility = (SkeletonUtility)target; skeletonRenderer = skeletonUtility.GetComponent(); skeleton = skeletonRenderer.Skeleton; if (skeleton == null) { skeletonRenderer.Initialize(false); skeletonRenderer.LateUpdate(); skeleton = skeletonRenderer.skeleton; } if (!skeletonRenderer.valid) return; UpdateAttachments(); isPrefab |= PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab; } public override void OnInspectorGUI () { bool requireRepaint = false; if (skeletonRenderer.skeleton != skeleton || activeSkin != skeleton.Skin) { UpdateAttachments(); } if (isPrefab) { GUILayout.Label(new GUIContent("Cannot edit Prefabs", Icons.warning)); return; } if (!skeletonRenderer.valid) { GUILayout.Label(new GUIContent("Spine Component invalid. Check Skeleton Data Asset.", Icons.warning)); return; } skeletonUtility.boneRoot = (Transform)EditorGUILayout.ObjectField("Bone Root", skeletonUtility.boneRoot, typeof(Transform), true); using (new EditorGUI.DisabledGroupScope(skeletonUtility.boneRoot != null)) { if (SpineInspectorUtility.LargeCenteredButton(SpawnHierarchyButtonLabel)) SpawnHierarchyContextMenu(); } using (new SpineInspectorUtility.BoxScope()) { debugSkeleton = EditorGUILayout.Foldout(debugSkeleton, "Debug Skeleton"); if (debugSkeleton) { EditorGUI.BeginChangeCheck(); skeleton.FlipX = EditorGUILayout.ToggleLeft("skeleton.FlipX", skeleton.FlipX); skeleton.FlipY = EditorGUILayout.ToggleLeft("skeleton.FlipY", skeleton.FlipY); requireRepaint |= EditorGUI.EndChangeCheck(); // foreach (var t in skeleton.IkConstraints) // EditorGUILayout.LabelField(t.Data.Name + " " + t.Mix + " " + t.Target.Data.Name); showSlots.target = EditorGUILayout.Foldout(showSlots.target, SlotsRootLabel); if (showSlots.faded > 0) { using (new EditorGUILayout.FadeGroupScope(showSlots.faded)) { int baseIndent = EditorGUI.indentLevel; foreach (KeyValuePair> pair in attachmentTable) { Slot slot = pair.Key; using (new EditorGUILayout.HorizontalScope()) { EditorGUI.indentLevel = baseIndent + 1; EditorGUILayout.LabelField(new GUIContent(slot.Data.Name, Icons.slot), GUILayout.ExpandWidth(false)); EditorGUI.BeginChangeCheck(); Color c = EditorGUILayout.ColorField(new Color(slot.R, slot.G, slot.B, slot.A), GUILayout.Width(60)); if (EditorGUI.EndChangeCheck()) { slot.SetColor(c); requireRepaint = true; } } foreach (var attachment in pair.Value) { GUI.contentColor = slot.Attachment == attachment ? Color.white : Color.grey; EditorGUI.indentLevel = baseIndent + 2; var icon = Icons.GetAttachmentIcon(attachment); bool isAttached = (attachment == slot.Attachment); bool swap = EditorGUILayout.ToggleLeft(new GUIContent(attachment.Name, icon), attachment == slot.Attachment); if (isAttached != swap) { slot.Attachment = isAttached ? null : attachment; requireRepaint = true; } GUI.contentColor = Color.white; } } } } } if (showSlots.isAnimating) Repaint(); } if (requireRepaint) { skeletonRenderer.LateUpdate(); SceneView.RepaintAll(); } } void UpdateAttachments () { skeleton = skeletonRenderer.skeleton; Skin defaultSkin = skeleton.Data.DefaultSkin; Skin skin = skeleton.Skin ?? defaultSkin; bool notDefaultSkin = skin != defaultSkin; attachmentTable.Clear(); for (int i = skeleton.Slots.Count - 1; i >= 0; i--) { var attachments = new List(); attachmentTable.Add(skeleton.Slots.Items[i], attachments); skin.FindAttachmentsForSlot(i, attachments); // Add skin attachments. if (notDefaultSkin) defaultSkin.FindAttachmentsForSlot(i, attachments); // Add default skin attachments. } activeSkin = skeleton.Skin; } // void SpawnHierarchyButton (string label, string tooltip, SkeletonUtilityBone.Mode mode, bool pos, bool rot, bool sca, params GUILayoutOption[] options) { // GUIContent content = new GUIContent(label, tooltip); // if (GUILayout.Button(content, options)) { // if (skeletonUtility.skeletonRenderer == null) // skeletonUtility.skeletonRenderer = skeletonUtility.GetComponent(); // // if (skeletonUtility.boneRoot != null) { // return; // } // // skeletonUtility.SpawnHierarchy(mode, pos, rot, sca); // // SkeletonUtilityBone[] boneComps = skeletonUtility.GetComponentsInChildren(); // foreach (SkeletonUtilityBone b in boneComps) // AttachIcon(b); // } // } void SpawnHierarchyContextMenu () { GenericMenu menu = new GenericMenu(); menu.AddItem(new GUIContent("Follow"), false, SpawnFollowHierarchy); menu.AddItem(new GUIContent("Follow (Root Only)"), false, SpawnFollowHierarchyRootOnly); menu.AddSeparator(""); menu.AddItem(new GUIContent("Override"), false, SpawnOverrideHierarchy); menu.AddItem(new GUIContent("Override (Root Only)"), false, SpawnOverrideHierarchyRootOnly); menu.ShowAsContext(); } public static void AttachIcon (SkeletonUtilityBone utilityBone) { Skeleton skeleton = utilityBone.skeletonUtility.skeletonRenderer.skeleton; Texture2D icon = utilityBone.bone.Data.Length == 0 ? Icons.nullBone : Icons.boneNib; foreach (IkConstraint c in skeleton.IkConstraints) if (c.Target == utilityBone.bone) { icon = Icons.constraintNib; break; } typeof(EditorGUIUtility).InvokeMember("SetIconForObject", BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic, null, null, new object[2] { utilityBone.gameObject, icon }); } static void AttachIconsToChildren (Transform root) { if (root != null) { var utilityBones = root.GetComponentsInChildren(); foreach (var utilBone in utilityBones) AttachIcon(utilBone); } } void SpawnFollowHierarchy () { Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Follow, true, true, true); AttachIconsToChildren(skeletonUtility.boneRoot); } void SpawnFollowHierarchyRootOnly () { Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Follow, true, true, true); AttachIconsToChildren(skeletonUtility.boneRoot); } void SpawnOverrideHierarchy () { Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Override, true, true, true); AttachIconsToChildren(skeletonUtility.boneRoot); } void SpawnOverrideHierarchyRootOnly () { Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Override, true, true, true); AttachIconsToChildren(skeletonUtility.boneRoot); } } }