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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;
namespace Spine.Unity.Editor {
using Event = UnityEngine.Event;
using Icons = SpineEditorUtilities.Icons;
[CustomEditor(typeof(BoundingBoxFollower))]
public class BoundingBoxFollowerInspector : UnityEditor.Editor {
SerializedProperty skeletonRenderer, slotName, isTrigger, clearStateOnDisable;
BoundingBoxFollower follower;
bool rebuildRequired = false;
bool addBoneFollower = false;
bool sceneRepaintRequired = false;
bool debugIsExpanded;
GUIContent addBoneFollowerLabel;
GUIContent AddBoneFollowerLabel {
get {
if (addBoneFollowerLabel == null) addBoneFollowerLabel = new GUIContent("Add Bone Follower", Icons.bone);
return addBoneFollowerLabel;
}
}
void OnEnable () {
skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
slotName = serializedObject.FindProperty("slotName");
isTrigger = serializedObject.FindProperty("isTrigger");
clearStateOnDisable = serializedObject.FindProperty("clearStateOnDisable");
follower = (BoundingBoxFollower)target;
}
public override void OnInspectorGUI () {
bool isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
// Try to auto-assign SkeletonRenderer field.
if (skeletonRenderer.objectReferenceValue == null) {
var foundSkeletonRenderer = follower.GetComponentInParent<SkeletonRenderer>();
if (foundSkeletonRenderer != null)
Debug.Log("BoundingBoxFollower automatically assigned: " + foundSkeletonRenderer.gameObject.name);
else if (Event.current.type == EventType.Repaint)
Debug.Log("No Spine GameObject detected. Make sure to set this GameObject as a child of the Spine GameObject; or set BoundingBoxFollower's 'Skeleton Renderer' field in the inspector.");
skeletonRenderer.objectReferenceValue = foundSkeletonRenderer;
serializedObject.ApplyModifiedProperties();
}
var skeletonRendererValue = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (skeletonRendererValue != null && skeletonRendererValue.gameObject == follower.gameObject) {
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
EditorGUILayout.HelpBox("It's ideal to add BoundingBoxFollower to a separate child GameObject of the Spine GameObject.", MessageType.Warning);
if (GUILayout.Button(new GUIContent("Move BoundingBoxFollower to new GameObject", Icons.boundingBox), GUILayout.Height(50f))) {
AddBoundingBoxFollowerChild(skeletonRendererValue, follower);
DestroyImmediate(follower);
return;
}
}
EditorGUILayout.Space();
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(skeletonRenderer);
EditorGUILayout.PropertyField(slotName, new GUIContent("Slot"));
if (EditorGUI.EndChangeCheck()) {
serializedObject.ApplyModifiedProperties();
if (!isInspectingPrefab)
rebuildRequired = true;
}
using (new SpineInspectorUtility.LabelWidthScope(150f)) {
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(isTrigger);
bool triggerChanged = EditorGUI.EndChangeCheck();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(clearStateOnDisable, new GUIContent(clearStateOnDisable.displayName, "Enable this if you are pooling your Spine GameObject"));
bool clearStateChanged = EditorGUI.EndChangeCheck();
if (clearStateChanged || triggerChanged) {
serializedObject.ApplyModifiedProperties();
if (triggerChanged)
foreach (var col in follower.colliderTable.Values)
col.isTrigger = isTrigger.boolValue;
}
}
if (isInspectingPrefab) {
follower.colliderTable.Clear();
follower.nameTable.Clear();
EditorGUILayout.HelpBox("BoundingBoxAttachments cannot be previewed in prefabs.", MessageType.Info);
// How do you prevent components from being saved into the prefab? No such HideFlag. DontSaveInEditor | DontSaveInBuild does not work. DestroyImmediate does not work.
var collider = follower.GetComponent<PolygonCollider2D>();
if (collider != null) Debug.LogWarning("Found BoundingBoxFollower collider components in prefab. These are disposed and regenerated at runtime.");
} else {
using (new SpineInspectorUtility.BoxScope()) {
if (debugIsExpanded = EditorGUILayout.Foldout(debugIsExpanded, "Debug Colliders")) {
EditorGUI.indentLevel++;
EditorGUILayout.LabelField(string.Format("Attachment Names ({0} PolygonCollider2D)", follower.colliderTable.Count));
EditorGUI.BeginChangeCheck();
foreach (var kp in follower.nameTable) {
string attachmentName = kp.Value;
var collider = follower.colliderTable[kp.Key];
bool isPlaceholder = attachmentName != kp.Key.Name;
collider.enabled = EditorGUILayout.ToggleLeft(new GUIContent(!isPlaceholder ? attachmentName : string.Format("{0} [{1}]", attachmentName, kp.Key.Name), isPlaceholder ? Icons.skinPlaceholder : Icons.boundingBox), collider.enabled);
}
sceneRepaintRequired |= EditorGUI.EndChangeCheck();
EditorGUI.indentLevel--;
}
}
}
bool hasBoneFollower = follower.GetComponent<BoneFollower>() != null;
if (!hasBoneFollower) {
bool buttonDisabled = follower.Slot == null;
using (new EditorGUI.DisabledGroupScope(buttonDisabled)) {
addBoneFollower |= SpineInspectorUtility.LargeCenteredButton(AddBoneFollowerLabel, true);
EditorGUILayout.Space();
}
}
if (Event.current.type == EventType.Repaint) {
if (addBoneFollower) {
var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
boneFollower.skeletonRenderer = skeletonRendererValue;
boneFollower.SetBone(follower.Slot.Data.BoneData.Name);
addBoneFollower = false;
}
if (sceneRepaintRequired) {
SceneView.RepaintAll();
sceneRepaintRequired = false;
}
if (rebuildRequired) {
follower.Initialize();
rebuildRequired = false;
}
}
}
#region Menus
[MenuItem("CONTEXT/SkeletonRenderer/Add BoundingBoxFollower GameObject")]
static void AddBoundingBoxFollowerChild (MenuCommand command) {
var go = AddBoundingBoxFollowerChild((SkeletonRenderer)command.context);
Undo.RegisterCreatedObjectUndo(go, "Add BoundingBoxFollower");
}
#endregion
static GameObject AddBoundingBoxFollowerChild (SkeletonRenderer sr, BoundingBoxFollower original = null) {
var go = new GameObject("BoundingBoxFollower");
go.transform.SetParent(sr.transform, false);
var newFollower = go.AddComponent<BoundingBoxFollower>();
if (original != null) {
newFollower.slotName = original.slotName;
newFollower.isTrigger = original.isTrigger;
newFollower.clearStateOnDisable = original.clearStateOnDisable;
}
newFollower.skeletonRenderer = sr;
newFollower.Initialize();
Selection.activeGameObject = go;
EditorGUIUtility.PingObject(go);
return go;
}
}
}