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/******************************************************************************
* 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<RectTransform>();
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<SkeletonGraphic>();
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<SkeletonGraphic>();
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<Material>(firstAssetPath);
return firstMaterial;
}
}
#endregion
}
}