Files
tcg-client/Assets/Spine/Editor/spine-unity/Editor/BoneFollowerInspector.cs
2025-08-28 18:32:49 +08:00

220 lines
9.2 KiB
C#

/******************************************************************************
* 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 UnityEditor;
using UnityEngine;
namespace Spine.Unity.Editor {
using Editor = UnityEditor.Editor;
using Event = UnityEngine.Event;
[CustomEditor(typeof(BoneFollower)), CanEditMultipleObjects]
public class BoneFollowerInspector : Editor {
SerializedProperty boneName, skeletonRenderer, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
BoneFollower targetBoneFollower;
bool needsReset;
#region Context Menu Item
[MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject")]
static void AddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
var go = SpineEditorUtilities.EditorInstantiation.NewGameObject("New BoneFollower");
var t = go.transform;
t.SetParent(skeletonRenderer.transform);
t.localPosition = Vector3.zero;
var f = go.AddComponent<BoneFollower>();
f.skeletonRenderer = skeletonRenderer;
EditorGUIUtility.PingObject(t);
Undo.RegisterCreatedObjectUndo(go, "Add BoneFollower");
}
// Validate
[MenuItem ("CONTEXT/SkeletonRenderer/Add BoneFollower GameObject", true)]
static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
return skeletonRenderer.valid;
}
[MenuItem("CONTEXT/BoneFollower/Rename BoneFollower GameObject")]
static void RenameGameObject (MenuCommand cmd) {
AutonameGameObject(cmd.context as BoneFollower);
}
#endregion
static void AutonameGameObject (BoneFollower boneFollower) {
if (boneFollower == null) return;
string boneName = boneFollower.boneName;
boneFollower.gameObject.name = string.IsNullOrEmpty(boneName) ? "BoneFollower" : string.Format("{0} (BoneFollower)", boneName);
}
void OnEnable () {
skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
boneName = serializedObject.FindProperty("boneName");
followBoneRotation = serializedObject.FindProperty("followBoneRotation");
followZPosition = serializedObject.FindProperty("followZPosition");
followLocalScale = serializedObject.FindProperty("followLocalScale");
followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
targetBoneFollower = (BoneFollower)target;
if (targetBoneFollower.SkeletonRenderer != null)
targetBoneFollower.SkeletonRenderer.Initialize(false);
if (!targetBoneFollower.valid || needsReset) {
targetBoneFollower.Initialize();
targetBoneFollower.LateUpdate();
needsReset = false;
SceneView.RepaintAll();
}
}
public void OnSceneGUI () {
var tbf = target as BoneFollower;
var skeletonRendererComponent = tbf.skeletonRenderer;
if (skeletonRendererComponent == null) return;
var transform = skeletonRendererComponent.transform;
var skeleton = skeletonRendererComponent.skeleton;
if (string.IsNullOrEmpty(boneName.stringValue)) {
SpineHandles.DrawBones(transform, skeleton);
SpineHandles.DrawBoneNames(transform, skeleton);
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);
Handles.Label(targetBone.GetWorldPosition(transform), 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 (skeletonRenderer.objectReferenceValue == null) {
SkeletonRenderer parentRenderer = targetBoneFollower.GetComponentInParent<SkeletonRenderer>();
if (parentRenderer != null && parentRenderer.gameObject != targetBoneFollower.gameObject) {
skeletonRenderer.objectReferenceValue = parentRenderer;
Debug.Log("Inspector automatically assigned BoneFollower.SkeletonRenderer");
}
}
EditorGUILayout.PropertyField(skeletonRenderer);
var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (skeletonRendererReference != null) {
if (skeletonRendererReference.gameObject == targetBoneFollower.gameObject) {
skeletonRenderer.objectReferenceValue = null;
EditorUtility.DisplayDialog("Invalid assignment.", "BoneFollower can only follow a skeleton on a separate GameObject.\n\nCreate a new GameObject for your BoneFollower, or choose a SkeletonRenderer 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 boneFollowerSkeletonRenderer = targetBoneFollower.skeletonRenderer;
if (boneFollowerSkeletonRenderer == null) {
EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonAnimator).", MessageType.Warning);
} else {
boneFollowerSkeletonRenderer.Initialize(false);
if (boneFollowerSkeletonRenderer.skeletonDataAsset == null)
EditorGUILayout.HelpBox("Assigned SkeletonRenderer does not have SkeletonData assigned to it.", MessageType.Warning);
if (!boneFollowerSkeletonRenderer.valid)
EditorGUILayout.HelpBox("Assigned SkeletonRenderer is invalid. Check target SkeletonRenderer, 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();
}
internal static void RecommendRigidbodyButton (Component component) {
bool hasCollider2D = component.GetComponent<Collider2D>() != null || component.GetComponent<BoundingBoxFollower>() != null;
bool hasCollider3D = !hasCollider2D && component.GetComponent<Collider>();
bool missingRigidBody = (hasCollider2D && component.GetComponent<Rigidbody2D>() == null) || (hasCollider3D && component.GetComponent<Rigidbody>() == null);
if (missingRigidBody) {
using (new SpineInspectorUtility.BoxScope()) {
EditorGUILayout.HelpBox("Collider detected. Unity recommends adding a Rigidbody to the Transforms of any colliders that are intended to be dynamically repositioned and rotated.", MessageType.Warning);
var rbType = hasCollider2D ? typeof(Rigidbody2D) : typeof(Rigidbody);
string rbLabel = string.Format("Add {0}", rbType.Name);
var rbContent = SpineInspectorUtility.TempContent(rbLabel, SpineInspectorUtility.UnityIcon(rbType), "Add a rigidbody to this GameObject to be the Physics body parent of the attached collider.");
if (SpineInspectorUtility.CenteredButton(rbContent)) component.gameObject.AddComponent(rbType);
}
}
}
}
}