提交Spine插件
This commit is contained in:
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b7f013ad20f0af34e913e21b44466777
|
||||
folderAsset: yes
|
||||
timeCreated: 1455492480
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,215 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
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 () {
|
||||
#if !NEW_PREFAB_SYSTEM
|
||||
bool isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
|
||||
#else
|
||||
bool isInspectingPrefab = false;
|
||||
#endif
|
||||
|
||||
// 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 !NEW_PREFAB_SYSTEM
|
||||
if (!isInspectingPrefab)
|
||||
rebuildRequired = true;
|
||||
#endif
|
||||
}
|
||||
|
||||
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 = SpineEditorUtilities.EditorInstantiation.NewGameObject("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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 670a3cefa3853bd48b5da53a424fd542
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
Reference in New Issue
Block a user