189 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			189 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C#
		
	
/******************************************************************************
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 * Spine Runtimes Software License v2.5
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 *
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 * Copyright (c) 2013-2016, Esoteric Software
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 * All rights reserved.
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 *
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 * You are granted a perpetual, non-exclusive, non-sublicensable, and
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 * non-transferable license to use, install, execute, and perform the Spine
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 * Runtimes software and derivative works solely for personal or internal
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 * use. Without the written permission of Esoteric Software (see Section 2 of
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 * the Spine Software License Agreement), you may not (a) modify, translate,
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 * adapt, or develop new applications using the Spine Runtimes or otherwise
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 * create derivative works or improvements of the Spine Runtimes or (b) remove,
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 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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 * or other intellectual property or proprietary rights notices on or in the
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 * Software, including any copy thereof. Redistributions in binary or source
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 * form must include this license and terms.
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 *
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 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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 * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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 * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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 * POSSIBILITY OF SUCH DAMAGE.
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 *****************************************************************************/
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using UnityEditor;
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using UnityEngine;
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namespace Spine.Unity.Editor {
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	using Editor = UnityEditor.Editor;
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	using Event = UnityEngine.Event;
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	[CustomEditor(typeof(PointFollower)), CanEditMultipleObjects]
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	public class PointFollowerEditor : Editor {
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		SerializedProperty slotName, pointAttachmentName, skeletonRenderer, followZPosition, followBoneRotation, followSkeletonFlip;
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		PointFollower targetPointFollower;
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		bool needsReset;
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		#region Context Menu Item
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		[MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject")]
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		static void AddBoneFollowerGameObject (MenuCommand cmd) {
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			var skeletonRenderer = cmd.context as SkeletonRenderer;
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			var go = new GameObject("PointFollower");
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			var t = go.transform;
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			t.SetParent(skeletonRenderer.transform);
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			t.localPosition = Vector3.zero;
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			var f = go.AddComponent<PointFollower>();
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			f.skeletonRenderer = skeletonRenderer;
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			EditorGUIUtility.PingObject(t);
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			Undo.RegisterCreatedObjectUndo(go, "Add PointFollower");
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		}
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		// Validate
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		[MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject", true)]
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		static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
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			var skeletonRenderer = cmd.context as SkeletonRenderer;
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			return skeletonRenderer.valid;
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		}
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		#endregion
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		void OnEnable () {
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			skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
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			slotName = serializedObject.FindProperty("slotName");
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			pointAttachmentName = serializedObject.FindProperty("pointAttachmentName");
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			targetPointFollower = (PointFollower)target;
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			if (targetPointFollower.skeletonRenderer != null)
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				targetPointFollower.skeletonRenderer.Initialize(false);
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			if (!targetPointFollower.IsValid || needsReset) {
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				targetPointFollower.Initialize();
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				targetPointFollower.LateUpdate();
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				needsReset = false;
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				SceneView.RepaintAll();
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			}
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		}
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		public void OnSceneGUI () {
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			var tbf = target as PointFollower;
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			var skeletonRendererComponent = tbf.skeletonRenderer;
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			if (skeletonRendererComponent == null)
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				return;
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			var skeleton = skeletonRendererComponent.skeleton;
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			var skeletonTransform = skeletonRendererComponent.transform;
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			if (string.IsNullOrEmpty(pointAttachmentName.stringValue)) {
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				// Draw all active PointAttachments in the current skin
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				var currentSkin = skeleton.Skin;
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				if (currentSkin != skeleton.Data.DefaultSkin) DrawPointsInSkin(skeleton.Data.DefaultSkin, skeleton, skeletonTransform);
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				if (currentSkin != null) DrawPointsInSkin(currentSkin, skeleton, skeletonTransform);
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			} else {
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				int slotIndex = skeleton.FindSlotIndex(slotName.stringValue);
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				if (slotIndex >= 0) {
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					var slot = skeleton.Slots.Items[slotIndex];
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					var point = skeleton.GetAttachment(slotIndex, pointAttachmentName.stringValue) as PointAttachment;
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					if (point != null) {
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						DrawPointAttachmentWithLabel(point, slot.Bone, skeletonTransform);
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					}
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				}
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			}
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		}
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		static void DrawPointsInSkin (Skin skin, Skeleton skeleton, Transform transform) {
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			foreach (var skinEntry in skin.Attachments) {
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				var attachment = skinEntry.Value as PointAttachment;
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				if (attachment != null) {
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					var skinKey = skinEntry.Key;
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					var slot = skeleton.Slots.Items[skinKey.slotIndex];
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					DrawPointAttachmentWithLabel(attachment, slot.Bone, transform);
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				}
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			}
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		}
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		static void DrawPointAttachmentWithLabel (PointAttachment point, Bone bone, Transform transform) {
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			Vector3 labelOffset = new Vector3(0f, -0.2f, 0f);
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			SpineHandles.DrawPointAttachment(bone, point, transform);
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			Handles.Label(labelOffset + point.GetWorldPosition(bone, transform), point.Name, SpineHandles.PointNameStyle);
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		}
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		override public void OnInspectorGUI () {
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			if (serializedObject.isEditingMultipleObjects) {
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				if (needsReset) {
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					needsReset = false;
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					foreach (var o in targets) {
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						var bf = (BoneFollower)o;
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						bf.Initialize();
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						bf.LateUpdate();
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					}
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					SceneView.RepaintAll();
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				}
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				EditorGUI.BeginChangeCheck();
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				DrawDefaultInspector();
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				needsReset |= EditorGUI.EndChangeCheck();
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				return;
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			}
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			if (needsReset && Event.current.type == EventType.Layout) {
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				targetPointFollower.Initialize();
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				targetPointFollower.LateUpdate();
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				needsReset = false;
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				SceneView.RepaintAll();
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			}
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			serializedObject.Update();
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			DrawDefaultInspector();
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			// Find Renderer
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			if (skeletonRenderer.objectReferenceValue == null) {
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				SkeletonRenderer parentRenderer = targetPointFollower.GetComponentInParent<SkeletonRenderer>();
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				if (parentRenderer != null && parentRenderer.gameObject != targetPointFollower.gameObject) {
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					skeletonRenderer.objectReferenceValue = parentRenderer;
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					Debug.Log("Inspector automatically assigned PointFollower.SkeletonRenderer");
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				}
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			}
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			var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
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			if (skeletonRendererReference != null) {
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				if (skeletonRendererReference.gameObject == targetPointFollower.gameObject) {
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					skeletonRenderer.objectReferenceValue = null;
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					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");
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				}
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			}
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			if (!targetPointFollower.IsValid) {
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				needsReset = true;
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			}
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			var current = Event.current;
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			bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
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			if (wasUndo)
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				targetPointFollower.Initialize();
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			serializedObject.ApplyModifiedProperties();
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		}
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	}
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}
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