/****************************************************************************** * 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 UnityEditor; using UnityEngine; namespace Spine.Unity.Editor { [CustomEditor(typeof(BoneFollower)), CanEditMultipleObjects] public class BoneFollowerInspector : UnityEditor.Editor { SerializedProperty boneName, skeletonRenderer, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip; BoneFollower targetBoneFollower; bool needsReset; #region Context Menu Item [MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject")] static void AddBoneFollowerGameObject (MenuCommand cmd) { var skeletonRenderer = cmd.context as SkeletonRenderer; var go = new GameObject("BoneFollower"); var t = go.transform; t.SetParent(skeletonRenderer.transform); t.localPosition = Vector3.zero; var f = go.AddComponent(); f.skeletonRenderer = skeletonRenderer; EditorGUIUtility.PingObject(t); Undo.RegisterCreatedObjectUndo(go, "Add BoneFollower"); } // Validate [MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject", true)] static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) { var skeletonRenderer = cmd.context as SkeletonRenderer; return skeletonRenderer.valid; } #endregion void OnEnable () { skeletonRenderer = serializedObject.FindProperty("skeletonRenderer"); boneName = serializedObject.FindProperty("boneName"); followBoneRotation = serializedObject.FindProperty("followBoneRotation"); followZPosition = serializedObject.FindProperty("followZPosition"); followLocalScale = serializedObject.FindProperty("followLocalScale"); followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip"); targetBoneFollower = (BoneFollower)target; if (targetBoneFollower.SkeletonRenderer != null) targetBoneFollower.SkeletonRenderer.Initialize(false); } public void OnSceneGUI () { var tbf = target as BoneFollower; var skeletonRendererComponent = tbf.skeletonRenderer; if (skeletonRendererComponent == null) return; var transform = skeletonRendererComponent.transform; var skeleton = skeletonRendererComponent.skeleton; if (string.IsNullOrEmpty(tbf.boneName)) { SpineHandles.DrawBones(transform, skeleton); SpineHandles.DrawBoneNames(transform, skeleton); Handles.Label(tbf.transform.position, "No bone selected", EditorStyles.helpBox); } else { var targetBone = tbf.bone; if (targetBone == null) return; SpineHandles.DrawBoneWireframe(transform, targetBone, SpineHandles.TransformContraintColor); Handles.Label(targetBone.GetWorldPosition(transform), targetBone.Data.Name, SpineHandles.BoneNameStyle); } } override public void OnInspectorGUI () { if (serializedObject.isEditingMultipleObjects) { if (needsReset) { needsReset = false; foreach (var o in targets) { var bf = (BoneFollower)o; bf.Initialize(); bf.LateUpdate(); } SceneView.RepaintAll(); } EditorGUI.BeginChangeCheck(); DrawDefaultInspector(); needsReset |= EditorGUI.EndChangeCheck(); return; } if (needsReset) { targetBoneFollower.Initialize(); targetBoneFollower.LateUpdate(); needsReset = false; SceneView.RepaintAll(); } serializedObject.Update(); // Find Renderer if (skeletonRenderer.objectReferenceValue == null) { SkeletonRenderer parentRenderer = targetBoneFollower.GetComponentInParent(); if (parentRenderer != null && parentRenderer.gameObject != targetBoneFollower.gameObject) { skeletonRenderer.objectReferenceValue = parentRenderer; Debug.Log("Inspector automatically assigned BoneFollower.SkeletonRenderer"); } } EditorGUILayout.PropertyField(skeletonRenderer); var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer; if (skeletonRendererReference != null) { if (skeletonRendererReference.gameObject == targetBoneFollower.gameObject) { skeletonRenderer.objectReferenceValue = null; EditorUtility.DisplayDialog("Invalid assignment.", "BoneFollower can only follow a skeleton on a separate GameObject.\n\nCreate a new GameObject for your BoneFollower, or choose a SkeletonRenderer from a different GameObject.", "Ok"); } } if (targetBoneFollower.valid) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(boneName); if (EditorGUI.EndChangeCheck()) { serializedObject.ApplyModifiedProperties(); needsReset = true; serializedObject.Update(); } EditorGUILayout.PropertyField(followBoneRotation); EditorGUILayout.PropertyField(followZPosition); EditorGUILayout.PropertyField(followLocalScale); EditorGUILayout.PropertyField(followSkeletonFlip); } else { var boneFollowerSkeletonRenderer = targetBoneFollower.skeletonRenderer; if (boneFollowerSkeletonRenderer == null) { EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonAnimator).", MessageType.Warning); } else { boneFollowerSkeletonRenderer.Initialize(false); if (boneFollowerSkeletonRenderer.skeletonDataAsset == null) EditorGUILayout.HelpBox("Assigned SkeletonRenderer does not have SkeletonData assigned to it.", MessageType.Warning); if (!boneFollowerSkeletonRenderer.valid) EditorGUILayout.HelpBox("Assigned SkeletonRenderer is invalid. Check target SkeletonRenderer, its SkeletonDataAsset or the console for other errors.", MessageType.Warning); } } var current = UnityEngine.Event.current; bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed"); if (serializedObject.ApplyModifiedProperties() || wasUndo) targetBoneFollower.Initialize(); } } }