提交Spine插件

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YiHan0621
2025-08-28 18:32:49 +08:00
parent 254a40d87d
commit 316427ebef
970 changed files with 139525 additions and 0 deletions

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guid: 78bba472871bc624f8930d51dea6dd3d
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timeCreated: 1455570938
licenseType: Free
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/******************************************************************************
* 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.
*****************************************************************************/
using UnityEngine;
using UnityEditor;
using Spine.Unity;
namespace Spine.Unity.Editor {
using Editor = UnityEditor.Editor;
using Event = UnityEngine.Event;
[CustomEditor(typeof(BoneFollowerGraphic)), CanEditMultipleObjects]
public class BoneFollowerGraphicInspector : Editor {
SerializedProperty boneName, skeletonGraphic, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
BoneFollowerGraphic targetBoneFollower;
bool needsReset;
#region Context Menu Item
[MenuItem ("CONTEXT/SkeletonGraphic/Add BoneFollower GameObject")]
static void AddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonGraphic = cmd.context as SkeletonGraphic;
var go = SpineEditorUtilities.EditorInstantiation.NewGameObject("BoneFollower", typeof(RectTransform));
var t = go.transform;
t.SetParent(skeletonGraphic.transform);
t.localPosition = Vector3.zero;
var f = go.AddComponent<BoneFollowerGraphic>();
f.skeletonGraphic = skeletonGraphic;
f.SetBone(skeletonGraphic.Skeleton.RootBone.Data.Name);
EditorGUIUtility.PingObject(t);
Undo.RegisterCreatedObjectUndo(go, "Add BoneFollowerGraphic");
}
// Validate
[MenuItem ("CONTEXT/SkeletonGraphic/Add BoneFollower GameObject", true)]
static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonGraphic = cmd.context as SkeletonGraphic;
return skeletonGraphic.IsValid;
}
#endregion
void OnEnable () {
skeletonGraphic = serializedObject.FindProperty("skeletonGraphic");
boneName = serializedObject.FindProperty("boneName");
followBoneRotation = serializedObject.FindProperty("followBoneRotation");
followZPosition = serializedObject.FindProperty("followZPosition");
followLocalScale = serializedObject.FindProperty("followLocalScale");
followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
targetBoneFollower = (BoneFollowerGraphic)target;
if (targetBoneFollower.SkeletonGraphic != null)
targetBoneFollower.SkeletonGraphic.Initialize(false);
if (!targetBoneFollower.valid || needsReset) {
targetBoneFollower.Initialize();
targetBoneFollower.LateUpdate();
needsReset = false;
SceneView.RepaintAll();
}
}
public void OnSceneGUI () {
var tbf = target as BoneFollowerGraphic;
var skeletonGraphicComponent = tbf.SkeletonGraphic;
if (skeletonGraphicComponent == null) return;
var transform = skeletonGraphicComponent.transform;
var skeleton = skeletonGraphicComponent.Skeleton;
var canvas = skeletonGraphicComponent.canvas;
float positionScale = canvas == null ? 1f : skeletonGraphicComponent.canvas.referencePixelsPerUnit;
if (string.IsNullOrEmpty(boneName.stringValue)) {
SpineHandles.DrawBones(transform, skeleton, positionScale);
SpineHandles.DrawBoneNames(transform, skeleton, positionScale);
Handles.Label(tbf.transform.position, "No bone selected", EditorStyles.helpBox);
} else {
var targetBone = tbf.bone;
if (targetBone == null) return;
SpineHandles.DrawBoneWireframe(transform, targetBone, SpineHandles.TransformContraintColor, positionScale);
Handles.Label(targetBone.GetWorldPosition(transform, positionScale), targetBone.Data.Name, SpineHandles.BoneNameStyle);
}
}
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) {
targetBoneFollower.Initialize();
targetBoneFollower.LateUpdate();
needsReset = false;
SceneView.RepaintAll();
}
serializedObject.Update();
// Find Renderer
if (skeletonGraphic.objectReferenceValue == null) {
SkeletonGraphic parentRenderer = targetBoneFollower.GetComponentInParent<SkeletonGraphic>();
if (parentRenderer != null && parentRenderer.gameObject != targetBoneFollower.gameObject) {
skeletonGraphic.objectReferenceValue = parentRenderer;
Debug.Log("Inspector automatically assigned BoneFollowerGraphic.SkeletonGraphic");
}
}
EditorGUILayout.PropertyField(skeletonGraphic);
var skeletonGraphicComponent = skeletonGraphic.objectReferenceValue as SkeletonGraphic;
if (skeletonGraphicComponent != null) {
if (skeletonGraphicComponent.gameObject == targetBoneFollower.gameObject) {
skeletonGraphic.objectReferenceValue = null;
EditorUtility.DisplayDialog("Invalid assignment.", "BoneFollowerGraphic can only follow a skeleton on a separate GameObject.\n\nCreate a new GameObject for your BoneFollower, or choose a SkeletonGraphic from a different GameObject.", "Ok");
}
}
if (!targetBoneFollower.valid) {
needsReset = true;
}
if (targetBoneFollower.valid) {
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(boneName);
needsReset |= EditorGUI.EndChangeCheck();
EditorGUILayout.PropertyField(followBoneRotation);
EditorGUILayout.PropertyField(followZPosition);
EditorGUILayout.PropertyField(followLocalScale);
EditorGUILayout.PropertyField(followSkeletonFlip);
//BoneFollowerInspector.RecommendRigidbodyButton(targetBoneFollower);
} else {
var boneFollowerSkeletonGraphic = targetBoneFollower.skeletonGraphic;
if (boneFollowerSkeletonGraphic == null) {
EditorGUILayout.HelpBox("SkeletonGraphic is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonAnimator).", MessageType.Warning);
} else {
boneFollowerSkeletonGraphic.Initialize(false);
if (boneFollowerSkeletonGraphic.skeletonDataAsset == null)
EditorGUILayout.HelpBox("Assigned SkeletonGraphic does not have SkeletonData assigned to it.", MessageType.Warning);
if (!boneFollowerSkeletonGraphic.IsValid)
EditorGUILayout.HelpBox("Assigned SkeletonGraphic is invalid. Check target SkeletonGraphic, its SkeletonDataAsset or the console for other errors.", MessageType.Warning);
}
}
var current = Event.current;
bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
if (wasUndo)
targetBoneFollower.Initialize();
serializedObject.ApplyModifiedProperties();
}
}
}

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/******************************************************************************
* 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.
*****************************************************************************/
using UnityEngine;
using UnityEditor;
using Spine;
namespace Spine.Unity.Editor {
[InitializeOnLoad]
[CustomEditor(typeof(SkeletonGraphic))]
[CanEditMultipleObjects]
public class SkeletonGraphicInspector : UnityEditor.Editor {
SerializedProperty material, color;
SerializedProperty skeletonDataAsset, initialSkinName;
SerializedProperty startingAnimation, startingLoop, timeScale, freeze, unscaledTime, tintBlack;
SerializedProperty initialFlipX, initialFlipY;
SerializedProperty meshGeneratorSettings;
SerializedProperty raycastTarget;
SkeletonGraphic thisSkeletonGraphic;
void OnEnable () {
var so = this.serializedObject;
thisSkeletonGraphic = target as SkeletonGraphic;
// MaskableGraphic
material = so.FindProperty("m_Material");
color = so.FindProperty("m_Color");
raycastTarget = so.FindProperty("m_RaycastTarget");
// SkeletonRenderer
skeletonDataAsset = so.FindProperty("skeletonDataAsset");
initialSkinName = so.FindProperty("initialSkinName");
initialFlipX = so.FindProperty("initialFlipX");
initialFlipY = so.FindProperty("initialFlipY");
// SkeletonAnimation
startingAnimation = so.FindProperty("startingAnimation");
startingLoop = so.FindProperty("startingLoop");
timeScale = so.FindProperty("timeScale");
unscaledTime = so.FindProperty("unscaledTime");
freeze = so.FindProperty("freeze");
meshGeneratorSettings = so.FindProperty("meshGenerator").FindPropertyRelative("settings");
meshGeneratorSettings.isExpanded = SkeletonRendererInspector.advancedFoldout;
}
public override void OnInspectorGUI () {
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(skeletonDataAsset);
EditorGUILayout.PropertyField(material);
EditorGUILayout.PropertyField(color);
if (thisSkeletonGraphic.skeletonDataAsset == null) {
EditorGUILayout.HelpBox("You need to assign a SkeletonDataAsset first.", MessageType.Info);
serializedObject.ApplyModifiedProperties();
serializedObject.Update();
return;
}
using (new SpineInspectorUtility.BoxScope()) {
EditorGUILayout.PropertyField(meshGeneratorSettings, SpineInspectorUtility.TempContent("Advanced..."), includeChildren: true);
SkeletonRendererInspector.advancedFoldout = meshGeneratorSettings.isExpanded;
}
EditorGUILayout.Space();
EditorGUILayout.PropertyField(initialSkinName);
{
var rect = GUILayoutUtility.GetRect(EditorGUIUtility.currentViewWidth, EditorGUIUtility.singleLineHeight);
EditorGUI.PrefixLabel(rect, SpineInspectorUtility.TempContent("Initial Flip"));
rect.x += EditorGUIUtility.labelWidth;
rect.width = 30f;
SpineInspectorUtility.ToggleLeft(rect, initialFlipX, SpineInspectorUtility.TempContent("X", tooltip: "initialFlipX"));
rect.x += 35f;
SpineInspectorUtility.ToggleLeft(rect, initialFlipY, SpineInspectorUtility.TempContent("Y", tooltip: "initialFlipY"));
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Animation", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(startingAnimation);
EditorGUILayout.PropertyField(startingLoop);
EditorGUILayout.PropertyField(timeScale);
EditorGUILayout.PropertyField(unscaledTime, SpineInspectorUtility.TempContent(unscaledTime.displayName, tooltip: "If checked, this will use Time.unscaledDeltaTime to make this update independent of game Time.timeScale. Instance SkeletonGraphic.timeScale will still be applied."));
EditorGUILayout.Space();
EditorGUILayout.PropertyField(freeze);
EditorGUILayout.Space();
EditorGUILayout.LabelField("UI", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(raycastTarget);
bool wasChanged = EditorGUI.EndChangeCheck();
if (wasChanged)
serializedObject.ApplyModifiedProperties();
}
#region Menus
[MenuItem("CONTEXT/SkeletonGraphic/Match RectTransform with Mesh Bounds")]
static void MatchRectTransformWithBounds (MenuCommand command) {
var skeletonGraphic = (SkeletonGraphic)command.context;
Mesh mesh = skeletonGraphic.GetLastMesh();
if (mesh == null) {
Debug.Log("Mesh was not previously generated.");
return;
}
if (mesh.vertexCount == 0) {
skeletonGraphic.rectTransform.sizeDelta = new Vector2(50f, 50f);
skeletonGraphic.rectTransform.pivot = new Vector2(0.5f, 0.5f);
return;
}
mesh.RecalculateBounds();
var bounds = mesh.bounds;
var size = bounds.size;
var center = bounds.center;
var p = new Vector2(
0.5f - (center.x / size.x),
0.5f - (center.y / size.y)
);
skeletonGraphic.rectTransform.sizeDelta = size;
skeletonGraphic.rectTransform.pivot = p;
}
[MenuItem("GameObject/Spine/SkeletonGraphic (UnityUI)", false, 15)]
static public void SkeletonGraphicCreateMenuItem () {
var parentGameObject = Selection.activeObject as GameObject;
var parentTransform = parentGameObject == null ? null : parentGameObject.GetComponent<RectTransform>();
if (parentTransform == null)
Debug.LogWarning("Your new SkeletonGraphic will not be visible until it is placed under a Canvas");
var gameObject = NewSkeletonGraphicGameObject("New SkeletonGraphic");
gameObject.transform.SetParent(parentTransform, false);
EditorUtility.FocusProjectWindow();
Selection.activeObject = gameObject;
EditorGUIUtility.PingObject(Selection.activeObject);
}
// SpineEditorUtilities.InstantiateDelegate. Used by drag and drop.
public static Component SpawnSkeletonGraphicFromDrop (SkeletonDataAsset data) {
return InstantiateSkeletonGraphic(data);
}
public static SkeletonGraphic InstantiateSkeletonGraphic (SkeletonDataAsset skeletonDataAsset, string skinName) {
return InstantiateSkeletonGraphic(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
}
public static SkeletonGraphic InstantiateSkeletonGraphic (SkeletonDataAsset skeletonDataAsset, Skin skin = null) {
string spineGameObjectName = string.Format("SkeletonGraphic ({0})", skeletonDataAsset.name.Replace("_SkeletonData", ""));
var go = NewSkeletonGraphicGameObject(spineGameObjectName);
var graphic = go.GetComponent<SkeletonGraphic>();
graphic.skeletonDataAsset = skeletonDataAsset;
SkeletonData data = skeletonDataAsset.GetSkeletonData(true);
if (data == null) {
for (int i = 0; i < skeletonDataAsset.atlasAssets.Length; i++) {
string reloadAtlasPath = AssetDatabase.GetAssetPath(skeletonDataAsset.atlasAssets[i]);
skeletonDataAsset.atlasAssets[i] = (AtlasAssetBase)AssetDatabase.LoadAssetAtPath(reloadAtlasPath, typeof(AtlasAssetBase));
}
data = skeletonDataAsset.GetSkeletonData(true);
}
skin = skin ?? data.DefaultSkin ?? data.Skins.Items[0];
graphic.MeshGenerator.settings.zSpacing = SpineEditorUtilities.Preferences.defaultZSpacing;
graphic.startingLoop = SpineEditorUtilities.Preferences.defaultInstantiateLoop;
graphic.Initialize(false);
if (skin != null) graphic.Skeleton.SetSkin(skin);
graphic.initialSkinName = skin.Name;
graphic.Skeleton.UpdateWorldTransform();
graphic.UpdateMesh();
return graphic;
}
static GameObject NewSkeletonGraphicGameObject (string gameObjectName) {
var go = SpineEditorUtilities.EditorInstantiation.NewGameObject(gameObjectName, typeof(RectTransform), typeof(CanvasRenderer), typeof(SkeletonGraphic));
var graphic = go.GetComponent<SkeletonGraphic>();
graphic.material = SkeletonGraphicInspector.DefaultSkeletonGraphicMaterial;
return go;
}
public static Material DefaultSkeletonGraphicMaterial {
get {
var guids = AssetDatabase.FindAssets("SkeletonGraphicDefault t:material");
if (guids.Length <= 0) return null;
var firstAssetPath = AssetDatabase.GUIDToAssetPath(guids[0]);
if (string.IsNullOrEmpty(firstAssetPath)) return null;
var firstMaterial = AssetDatabase.LoadAssetAtPath<Material>(firstAssetPath);
return firstMaterial;
}
}
#endregion
}
}

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