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

181 lines
7.8 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.
*****************************************************************************/
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace Spine.Unity.Editor {
using Editor = UnityEditor.Editor;
using Icons = SpineEditorUtilities.Icons;
public class SkeletonBakingWindow : EditorWindow {
const bool IsUtilityWindow = true;
#if !NEW_PREFAB_SYSTEM
[MenuItem("CONTEXT/SkeletonDataAsset/Skeleton Baking", false, 5000)]
public static void Init (MenuCommand command) {
var window = EditorWindow.GetWindow<SkeletonBakingWindow>(IsUtilityWindow);
window.minSize = new Vector2(330f, 530f);
window.maxSize = new Vector2(600f, 1000f);
window.titleContent = new GUIContent("Skeleton Baking", Icons.spine);
window.skeletonDataAsset = command.context as SkeletonDataAsset;
window.Show();
}
#endif
public SkeletonDataAsset skeletonDataAsset;
[SpineSkin(dataField:"skeletonDataAsset")]
public string skinToBake = "default";
// Settings
bool bakeAnimations = false;
bool bakeIK = true;
SendMessageOptions bakeEventOptions;
SerializedObject so;
Skin bakeSkin;
void DataAssetChanged () {
bakeSkin = null;
}
void OnGUI () {
so = so ?? new SerializedObject(this);
EditorGUIUtility.wideMode = true;
EditorGUILayout.LabelField("Spine Skeleton Prefab Baking", EditorStyles.boldLabel);
const string BakingWarningMessage = "\nSkeleton baking is not the primary use case for Spine skeletons." +
"\nUse baking if you have specialized uses, such as simplified skeletons with movement driven by physics." +
"\n\nBaked Skeletons do not support the following:" +
"\n\tDisabled rotation or scale inheritance" +
"\n\tLocal Shear" +
"\n\tAll Constraint types" +
"\n\tWeighted mesh verts with more than 4 bound bones" +
"\n\nBaked Animations do not support the following:" +
"\n\tMesh Deform Keys" +
"\n\tColor Keys" +
"\n\tDraw Order Keys" +
"\n\nAnimation Curves are sampled at 60fps and are not realtime." +
"\nConstraint animations are also baked into animation curves." +
"\nSee SkeletonBaker.cs comments for full details.\n";
EditorGUILayout.HelpBox(BakingWarningMessage, MessageType.Info, true);
EditorGUI.BeginChangeCheck();
var skeletonDataAssetProperty = so.FindProperty("skeletonDataAsset");
EditorGUILayout.PropertyField(skeletonDataAssetProperty, SpineInspectorUtility.TempContent("SkeletonDataAsset", Icons.spine));
if (EditorGUI.EndChangeCheck()) {
so.ApplyModifiedProperties();
DataAssetChanged();
}
EditorGUILayout.Space();
if (skeletonDataAsset == null) return;
var skeletonData = skeletonDataAsset.GetSkeletonData(false);
if (skeletonData == null) return;
bool hasExtraSkins = skeletonData.Skins.Count > 1;
using (new SpineInspectorUtility.BoxScope(false)) {
EditorGUILayout.LabelField(skeletonDataAsset.name, EditorStyles.boldLabel);
using (new SpineInspectorUtility.IndentScope()) {
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Bones: " + skeletonData.Bones.Count, Icons.bone));
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Slots: " + skeletonData.Slots.Count, Icons.slotRoot));
if (hasExtraSkins) {
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Skins: " + skeletonData.Skins.Count, Icons.skinsRoot));
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Current skin attachments: " + (bakeSkin == null ? 0 : bakeSkin.Attachments.Count), Icons.skinPlaceholder));
} else if (skeletonData.Skins.Count == 1) {
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Skins: 1 (only default Skin)", Icons.skinsRoot));
}
int totalAttachments = 0;
foreach (var s in skeletonData.Skins)
totalAttachments += s.Attachments.Count;
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Total Attachments: " + totalAttachments, Icons.genericAttachment));
}
}
using (new SpineInspectorUtility.BoxScope(false)) {
EditorGUILayout.LabelField("Animations", EditorStyles.boldLabel);
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Animations: " + skeletonData.Animations.Count, Icons.animation));
using (new SpineInspectorUtility.IndentScope()) {
bakeAnimations = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Bake Animations", Icons.animationRoot), bakeAnimations);
using (new EditorGUI.DisabledScope(!bakeAnimations)) {
using (new SpineInspectorUtility.IndentScope()) {
bakeIK = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Bake IK", Icons.constraintIK), bakeIK);
bakeEventOptions = (SendMessageOptions)EditorGUILayout.EnumPopup(SpineInspectorUtility.TempContent("Event Options", Icons.userEvent), bakeEventOptions);
}
}
}
}
EditorGUILayout.Space();
if (!string.IsNullOrEmpty(skinToBake) && UnityEngine.Event.current.type == EventType.Repaint)
bakeSkin = skeletonData.FindSkin(skinToBake) ?? skeletonData.DefaultSkin;
var prefabIcon = EditorGUIUtility.FindTexture("PrefabModel Icon");
if (hasExtraSkins) {
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(so.FindProperty("skinToBake"));
if (EditorGUI.EndChangeCheck()) {
so.ApplyModifiedProperties();
Repaint();
}
if (SpineInspectorUtility.LargeCenteredButton(SpineInspectorUtility.TempContent(string.Format("Bake Skeleton with Skin ({0})", (bakeSkin == null ? "default" : bakeSkin.Name)), prefabIcon))) {
SkeletonBaker.BakeToPrefab(skeletonDataAsset, new ExposedList<Skin>(new[] { bakeSkin }), "", bakeAnimations, bakeIK, bakeEventOptions);
}
if (SpineInspectorUtility.LargeCenteredButton(SpineInspectorUtility.TempContent(string.Format("Bake All ({0} skins)", skeletonData.Skins.Count), prefabIcon))) {
SkeletonBaker.BakeToPrefab(skeletonDataAsset, skeletonData.Skins, "", bakeAnimations, bakeIK, bakeEventOptions);
}
} else {
if (SpineInspectorUtility.LargeCenteredButton(SpineInspectorUtility.TempContent("Bake Skeleton", prefabIcon))) {
SkeletonBaker.BakeToPrefab(skeletonDataAsset, new ExposedList<Skin>(new[] { bakeSkin }), "", bakeAnimations, bakeIK, bakeEventOptions);
}
}
}
}
}