/****************************************************************************** * 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 { using Editor = UnityEditor.Editor; using Event = UnityEngine.Event; [CustomEditor(typeof(PointFollower)), CanEditMultipleObjects] public class PointFollowerEditor : 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) { var skeletonRenderer = cmd.context as SkeletonRenderer; var go = new GameObject("PointFollower"); 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 PointFollower"); } // Validate [MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject", true)] static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) { var 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 () { var tbf = target as PointFollower; var skeletonRendererComponent = tbf.skeletonRenderer; if (skeletonRendererComponent == null) return; var skeleton = skeletonRendererComponent.skeleton; var skeletonTransform = skeletonRendererComponent.transform; if (string.IsNullOrEmpty(pointAttachmentName.stringValue)) { // Draw all active PointAttachments in the current skin var currentSkin = skeleton.Skin; if (currentSkin != skeleton.Data.DefaultSkin) DrawPointsInSkin(skeleton.Data.DefaultSkin, skeleton, skeletonTransform); if (currentSkin != null) DrawPointsInSkin(currentSkin, skeleton, skeletonTransform); } else { int slotIndex = skeleton.FindSlotIndex(slotName.stringValue); if (slotIndex >= 0) { var slot = skeleton.Slots.Items[slotIndex]; var 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 (var skinEntry in skin.Attachments) { var attachment = skinEntry.Value as PointAttachment; if (attachment != null) { var skinKey = skinEntry.Key; var slot = skeleton.Slots.Items[skinKey.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 (var o in targets) { var 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"); } } var 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; } var current = Event.current; bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed"); if (wasUndo) targetPointFollower.Initialize(); serializedObject.ApplyModifiedProperties(); } } }