/****************************************************************************** * 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; using Spine; namespace Spine.Unity.Editor { [InitializeOnLoad] [CustomEditor(typeof(SkeletonGraphic))] [CanEditMultipleObjects] public class SkeletonGraphicInspector : UnityEditor.Editor { SerializedProperty material, color; SerializedProperty skeletonDataAsset, initialSkinName; SerializedProperty startingAnimation, startingLoop, timeScale, freeze, unscaledTime, tintBlack; SerializedProperty initialFlipX, initialFlipY; SerializedProperty meshGeneratorSettings; SerializedProperty raycastTarget; SkeletonGraphic thisSkeletonGraphic; void OnEnable () { var so = this.serializedObject; thisSkeletonGraphic = target as SkeletonGraphic; // MaskableGraphic material = so.FindProperty("m_Material"); color = so.FindProperty("m_Color"); raycastTarget = so.FindProperty("m_RaycastTarget"); // SkeletonRenderer skeletonDataAsset = so.FindProperty("skeletonDataAsset"); initialSkinName = so.FindProperty("initialSkinName"); initialFlipX = so.FindProperty("initialFlipX"); initialFlipY = so.FindProperty("initialFlipY"); // SkeletonAnimation startingAnimation = so.FindProperty("startingAnimation"); startingLoop = so.FindProperty("startingLoop"); timeScale = so.FindProperty("timeScale"); unscaledTime = so.FindProperty("unscaledTime"); freeze = so.FindProperty("freeze"); meshGeneratorSettings = so.FindProperty("meshGenerator").FindPropertyRelative("settings"); meshGeneratorSettings.isExpanded = SkeletonRendererInspector.advancedFoldout; } public override void OnInspectorGUI () { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(skeletonDataAsset); EditorGUILayout.PropertyField(material); EditorGUILayout.PropertyField(color); if (thisSkeletonGraphic.skeletonDataAsset == null) { EditorGUILayout.HelpBox("You need to assign a SkeletonDataAsset first.", MessageType.Info); serializedObject.ApplyModifiedProperties(); serializedObject.Update(); return; } using (new SpineInspectorUtility.BoxScope()) { EditorGUILayout.PropertyField(meshGeneratorSettings, SpineInspectorUtility.TempContent("Advanced..."), includeChildren: true); SkeletonRendererInspector.advancedFoldout = meshGeneratorSettings.isExpanded; } EditorGUILayout.Space(); EditorGUILayout.PropertyField(initialSkinName); { var rect = GUILayoutUtility.GetRect(EditorGUIUtility.currentViewWidth, EditorGUIUtility.singleLineHeight); EditorGUI.PrefixLabel(rect, SpineInspectorUtility.TempContent("Initial Flip")); rect.x += EditorGUIUtility.labelWidth; rect.width = 30f; SpineInspectorUtility.ToggleLeft(rect, initialFlipX, SpineInspectorUtility.TempContent("X", tooltip: "initialFlipX")); rect.x += 35f; SpineInspectorUtility.ToggleLeft(rect, initialFlipY, SpineInspectorUtility.TempContent("Y", tooltip: "initialFlipY")); } EditorGUILayout.Space(); EditorGUILayout.LabelField("Animation", EditorStyles.boldLabel); EditorGUILayout.PropertyField(startingAnimation); EditorGUILayout.PropertyField(startingLoop); EditorGUILayout.PropertyField(timeScale); EditorGUILayout.PropertyField(unscaledTime, SpineInspectorUtility.TempContent(unscaledTime.displayName, tooltip: "If checked, this will use Time.unscaledDeltaTime to make this update independent of game Time.timeScale. Instance SkeletonGraphic.timeScale will still be applied.")); EditorGUILayout.Space(); EditorGUILayout.PropertyField(freeze); EditorGUILayout.Space(); EditorGUILayout.LabelField("UI", EditorStyles.boldLabel); EditorGUILayout.PropertyField(raycastTarget); bool wasChanged = EditorGUI.EndChangeCheck(); if (wasChanged) serializedObject.ApplyModifiedProperties(); } #region Menus [MenuItem("CONTEXT/SkeletonGraphic/Match RectTransform with Mesh Bounds")] static void MatchRectTransformWithBounds (MenuCommand command) { var skeletonGraphic = (SkeletonGraphic)command.context; Mesh mesh = skeletonGraphic.GetLastMesh(); if (mesh == null) { Debug.Log("Mesh was not previously generated."); return; } if (mesh.vertexCount == 0) { skeletonGraphic.rectTransform.sizeDelta = new Vector2(50f, 50f); skeletonGraphic.rectTransform.pivot = new Vector2(0.5f, 0.5f); return; } mesh.RecalculateBounds(); var bounds = mesh.bounds; var size = bounds.size; var center = bounds.center; var p = new Vector2( 0.5f - (center.x / size.x), 0.5f - (center.y / size.y) ); skeletonGraphic.rectTransform.sizeDelta = size; skeletonGraphic.rectTransform.pivot = p; } [MenuItem("GameObject/Spine/SkeletonGraphic (UnityUI)", false, 15)] static public void SkeletonGraphicCreateMenuItem () { var parentGameObject = Selection.activeObject as GameObject; var parentTransform = parentGameObject == null ? null : parentGameObject.GetComponent(); if (parentTransform == null) Debug.LogWarning("Your new SkeletonGraphic will not be visible until it is placed under a Canvas"); var gameObject = NewSkeletonGraphicGameObject("New SkeletonGraphic"); gameObject.transform.SetParent(parentTransform, false); EditorUtility.FocusProjectWindow(); Selection.activeObject = gameObject; EditorGUIUtility.PingObject(Selection.activeObject); } // SpineEditorUtilities.InstantiateDelegate. Used by drag and drop. public static Component SpawnSkeletonGraphicFromDrop (SkeletonDataAsset data) { return InstantiateSkeletonGraphic(data); } public static SkeletonGraphic InstantiateSkeletonGraphic (SkeletonDataAsset skeletonDataAsset, string skinName) { return InstantiateSkeletonGraphic(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName)); } public static SkeletonGraphic InstantiateSkeletonGraphic (SkeletonDataAsset skeletonDataAsset, Skin skin = null) { string spineGameObjectName = string.Format("SkeletonGraphic ({0})", skeletonDataAsset.name.Replace("_SkeletonData", "")); var go = NewSkeletonGraphicGameObject(spineGameObjectName); var graphic = go.GetComponent(); graphic.skeletonDataAsset = skeletonDataAsset; SkeletonData data = skeletonDataAsset.GetSkeletonData(true); if (data == null) { for (int i = 0; i < skeletonDataAsset.atlasAssets.Length; i++) { string reloadAtlasPath = AssetDatabase.GetAssetPath(skeletonDataAsset.atlasAssets[i]); skeletonDataAsset.atlasAssets[i] = (AtlasAsset)AssetDatabase.LoadAssetAtPath(reloadAtlasPath, typeof(AtlasAsset)); } data = skeletonDataAsset.GetSkeletonData(true); } skin = skin ?? data.DefaultSkin ?? data.Skins.Items[0]; graphic.MeshGenerator.settings.zSpacing = SpineEditorUtilities.defaultZSpacing; graphic.Initialize(false); if (skin != null) graphic.Skeleton.SetSkin(skin); graphic.initialSkinName = skin.Name; graphic.Skeleton.UpdateWorldTransform(); graphic.UpdateMesh(); return graphic; } static GameObject NewSkeletonGraphicGameObject (string gameObjectName) { var go = new GameObject(gameObjectName, typeof(RectTransform), typeof(CanvasRenderer), typeof(SkeletonGraphic)); var graphic = go.GetComponent(); graphic.material = SkeletonGraphicInspector.DefaultSkeletonGraphicMaterial; return go; } public static Material DefaultSkeletonGraphicMaterial { get { var guids = AssetDatabase.FindAssets("SkeletonGraphicDefault t:material"); if (guids.Length <= 0) return null; var firstAssetPath = AssetDatabase.GUIDToAssetPath(guids[0]); if (string.IsNullOrEmpty(firstAssetPath)) return null; var firstMaterial = AssetDatabase.LoadAssetAtPath(firstAssetPath); return firstMaterial; } } #endregion } }