|
|
|
|
/******************************************************************************
|
|
|
|
|
* 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<PointFollower>();
|
|
|
|
|
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<SkeletonRenderer>();
|
|
|
|
|
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();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|