You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

155 lines
5.8 KiB

/******************************************************************************
* 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.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using UnityEditor;
using UnityEditor.AnimatedValues;
using System.Collections.Generic;
using Spine;
using System.Reflection;
namespace Spine.Unity.Editor {
using Icons = SpineEditorUtilities.Icons;
[CustomEditor(typeof(SkeletonUtility))]
public class SkeletonUtilityInspector : UnityEditor.Editor {
SkeletonUtility skeletonUtility;
Skeleton skeleton;
SkeletonRenderer skeletonRenderer;
bool isPrefab;
GUIContent SpawnHierarchyButtonLabel = new GUIContent("Spawn Hierarchy", Icons.skeleton);
void OnEnable () {
skeletonUtility = (SkeletonUtility)target;
skeletonRenderer = skeletonUtility.GetComponent<SkeletonRenderer>();
skeleton = skeletonRenderer.Skeleton;
if (skeleton == null) {
skeletonRenderer.Initialize(false);
skeletonRenderer.LateUpdate();
skeleton = skeletonRenderer.skeleton;
}
if (!skeletonRenderer.valid) return;
isPrefab |= PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab;
}
public override void OnInspectorGUI () {
if (isPrefab) {
GUILayout.Label(new GUIContent("Cannot edit Prefabs", Icons.warning));
return;
}
if (!skeletonRenderer.valid) {
GUILayout.Label(new GUIContent("Spine Component invalid. Check Skeleton Data Asset.", Icons.warning));
return;
}
skeletonUtility.boneRoot = (Transform)EditorGUILayout.ObjectField("Bone Root", skeletonUtility.boneRoot, typeof(Transform), true);
bool hasRootBone = skeletonUtility.boneRoot != null;
using (new EditorGUI.DisabledGroupScope(hasRootBone)) {
if (SpineInspectorUtility.LargeCenteredButton(SpawnHierarchyButtonLabel))
SpawnHierarchyContextMenu();
}
if (hasRootBone) {
if (SpineInspectorUtility.CenteredButton(new GUIContent("Remove Hierarchy"))) {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Remove Hierarchy");
Undo.DestroyObjectImmediate(skeletonUtility.boneRoot.gameObject);
skeletonUtility.boneRoot = null;
}
}
}
void SpawnHierarchyContextMenu () {
GenericMenu menu = new GenericMenu();
menu.AddItem(new GUIContent("Follow"), false, SpawnFollowHierarchy);
menu.AddItem(new GUIContent("Follow (Root Only)"), false, SpawnFollowHierarchyRootOnly);
menu.AddSeparator("");
menu.AddItem(new GUIContent("Override"), false, SpawnOverrideHierarchy);
menu.AddItem(new GUIContent("Override (Root Only)"), false, SpawnOverrideHierarchyRootOnly);
menu.ShowAsContext();
}
public static void AttachIcon (SkeletonUtilityBone utilityBone) {
Skeleton skeleton = utilityBone.skeletonUtility.skeletonRenderer.skeleton;
Texture2D icon = utilityBone.bone.Data.Length == 0 ? Icons.nullBone : Icons.boneNib;
foreach (IkConstraint c in skeleton.IkConstraints)
if (c.Target == utilityBone.bone) {
icon = Icons.constraintNib;
break;
}
typeof(EditorGUIUtility).InvokeMember("SetIconForObject", BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic, null, null, new object[2] {
utilityBone.gameObject,
icon
});
}
static void AttachIconsToChildren (Transform root) {
if (root != null) {
var utilityBones = root.GetComponentsInChildren<SkeletonUtilityBone>();
foreach (var utilBone in utilityBones)
AttachIcon(utilBone);
}
}
void SpawnFollowHierarchy () {
Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Follow, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
void SpawnFollowHierarchyRootOnly () {
Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Follow, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
void SpawnOverrideHierarchy () {
Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Override, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
void SpawnOverrideHierarchyRootOnly () {
Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Override, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
}
}