added simple UI

This commit is contained in:
Mausham
2026-05-27 15:05:26 +05:45
parent 442836ad89
commit d51ec3eaa7
2508 changed files with 305760 additions and 3 deletions

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{
"name": "spine-unity-editor",
"references": [
"spine-unity"
],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false
}

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guid: eb646ac6e394e534b80d5cac61478488
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timeCreated: 1563305058
licenseType: Free
DefaultImporter:
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Reflection;
using System;
namespace Spine.Unity.Editor {
using Editor = UnityEditor.Editor;
[CustomEditor(typeof(AnimationReferenceAsset))]
public class AnimationReferenceAssetEditor : Editor {
const string InspectorHelpText = "This is a Spine-Unity Animation Reference Asset. It serializes a reference to a SkeletonDataAsset and an animationName. It does not contain actual animation data. At runtime, it stores a reference to a Spine.Animation.\n\n" +
"You can use this in your AnimationState calls instead of a string animation name or a Spine.Animation reference. Use its implicit conversion into Spine.Animation or its .Animation property.\n\n" +
"Use AnimationReferenceAssets as an alternative to storing strings or finding animations and caching per component. This only does the lookup by string once, and allows you to store and manage animations via asset references.";
readonly SkeletonInspectorPreview preview = new SkeletonInspectorPreview();
FieldInfo skeletonDataAssetField = typeof(AnimationReferenceAsset).GetField("skeletonDataAsset", BindingFlags.NonPublic | BindingFlags.Instance);
FieldInfo nameField = typeof(AnimationReferenceAsset).GetField("animationName", BindingFlags.NonPublic | BindingFlags.Instance);
AnimationReferenceAsset ThisAnimationReferenceAsset { get { return target as AnimationReferenceAsset; } }
SkeletonDataAsset ThisSkeletonDataAsset { get { return skeletonDataAssetField.GetValue(ThisAnimationReferenceAsset) as SkeletonDataAsset; } }
string ThisAnimationName { get { return nameField.GetValue(ThisAnimationReferenceAsset) as string; } }
bool changeNextFrame = false;
SerializedProperty animationNameProperty;
SkeletonDataAsset lastSkeletonDataAsset;
SkeletonData lastSkeletonData;
void OnEnable () { HandleOnEnablePreview(); }
void OnDestroy () {
HandleOnDestroyPreview();
AppDomain.CurrentDomain.DomainUnload -= OnDomainUnload;
EditorApplication.update -= preview.HandleEditorUpdate;
}
public override void OnInspectorGUI () {
animationNameProperty = animationNameProperty ?? serializedObject.FindProperty("animationName");
string animationName = animationNameProperty.stringValue;
Animation animation = null;
if (ThisSkeletonDataAsset != null) {
var skeletonData = ThisSkeletonDataAsset.GetSkeletonData(true);
if (skeletonData != null) {
animation = skeletonData.FindAnimation(animationName);
}
}
bool animationNotFound = (animation == null);
if (changeNextFrame) {
changeNextFrame = false;
if (ThisSkeletonDataAsset != lastSkeletonDataAsset || ThisSkeletonDataAsset.GetSkeletonData(true) != lastSkeletonData) {
preview.Clear();
preview.Initialize(Repaint, ThisSkeletonDataAsset, LastSkinName);
if (animationNotFound) {
animationNameProperty.stringValue = "";
preview.ClearAnimationSetupPose();
}
}
preview.ClearAnimationSetupPose();
if (!string.IsNullOrEmpty(animationNameProperty.stringValue))
preview.PlayPauseAnimation(animationNameProperty.stringValue, true);
}
lastSkeletonDataAsset = ThisSkeletonDataAsset;
lastSkeletonData = ThisSkeletonDataAsset.GetSkeletonData(true);
//EditorGUILayout.HelpBox(AnimationReferenceAssetEditor.InspectorHelpText, MessageType.Info, true);
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
DrawDefaultInspector();
if (EditorGUI.EndChangeCheck()) {
changeNextFrame = true;
}
// Draw extra info below default inspector.
EditorGUILayout.Space();
if (ThisSkeletonDataAsset == null) {
EditorGUILayout.HelpBox("SkeletonDataAsset is missing.", MessageType.Error);
} else if (string.IsNullOrEmpty(animationName)) {
EditorGUILayout.HelpBox("No animation selected.", MessageType.Warning);
} else if (animationNotFound) {
EditorGUILayout.HelpBox(string.Format("Animation named {0} was not found for this Skeleton.", animationNameProperty.stringValue), MessageType.Warning);
} else {
using (new SpineInspectorUtility.BoxScope()) {
if (!string.Equals(AssetUtility.GetPathSafeName(animationName), ThisAnimationReferenceAsset.name, System.StringComparison.OrdinalIgnoreCase))
EditorGUILayout.HelpBox("Animation name value does not match this asset's name. Inspectors using this asset may be misleading.", MessageType.None);
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent(animationName, SpineEditorUtilities.Icons.animation));
if (animation != null) {
EditorGUILayout.LabelField(string.Format("Timelines: {0}", animation.Timelines.Count));
EditorGUILayout.LabelField(string.Format("Duration: {0} sec", animation.Duration));
}
}
}
}
#region Preview Handlers
string TargetAssetGUID { get { return AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(ThisSkeletonDataAsset)); } }
string LastSkinKey { get { return TargetAssetGUID + "_lastSkin"; } }
string LastSkinName { get { return EditorPrefs.GetString(LastSkinKey, ""); } }
void HandleOnEnablePreview () {
if (ThisSkeletonDataAsset != null && ThisSkeletonDataAsset.skeletonJSON == null)
return;
SpineEditorUtilities.ConfirmInitialization();
// This handles the case where the managed editor assembly is unloaded before recompilation when code changes.
AppDomain.CurrentDomain.DomainUnload -= OnDomainUnload;
AppDomain.CurrentDomain.DomainUnload += OnDomainUnload;
preview.Initialize(this.Repaint, ThisSkeletonDataAsset, LastSkinName);
preview.PlayPauseAnimation(ThisAnimationName, true);
preview.OnSkinChanged -= HandleOnSkinChanged;
preview.OnSkinChanged += HandleOnSkinChanged;
EditorApplication.update -= preview.HandleEditorUpdate;
EditorApplication.update += preview.HandleEditorUpdate;
}
private void OnDomainUnload (object sender, EventArgs e) {
OnDestroy();
}
private void HandleOnSkinChanged (string skinName) {
EditorPrefs.SetString(LastSkinKey, skinName);
preview.PlayPauseAnimation(ThisAnimationName, true);
}
void HandleOnDestroyPreview () {
EditorApplication.update -= preview.HandleEditorUpdate;
preview.OnDestroy();
}
override public bool HasPreviewGUI () {
if (serializedObject.isEditingMultipleObjects) return false;
return ThisSkeletonDataAsset != null && ThisSkeletonDataAsset.GetSkeletonData(true) != null;
}
override public void OnInteractivePreviewGUI (Rect r, GUIStyle background) {
preview.Initialize(this.Repaint, ThisSkeletonDataAsset);
preview.HandleInteractivePreviewGUI(r, background);
}
public override GUIContent GetPreviewTitle () { return SpineInspectorUtility.TempContent("Preview"); }
public override void OnPreviewSettings () { preview.HandleDrawSettings(); }
public override Texture2D RenderStaticPreview (string assetPath, UnityEngine.Object[] subAssets, int width, int height) { return preview.GetStaticPreview(width, height); }
#endregion
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
//#define BAKE_ALL_BUTTON
//#define REGION_BAKING_MESH
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using Spine;
namespace Spine.Unity.Editor {
using Event = UnityEngine.Event;
[CustomEditor(typeof(SpineAtlasAsset)), CanEditMultipleObjects]
public class SpineAtlasAssetInspector : UnityEditor.Editor {
SerializedProperty atlasFile, materials;
SpineAtlasAsset atlasAsset;
GUIContent spriteSlicesLabel;
GUIContent SpriteSlicesLabel {
get {
if (spriteSlicesLabel == null) {
spriteSlicesLabel = new GUIContent(
"Apply Regions as Texture Sprite Slices",
SpineEditorUtilities.Icons.unity,
"Adds Sprite slices to atlas texture(s). " +
"Updates existing slices if ones with matching names exist. \n\n" +
"If your atlas was exported with Premultiply Alpha, " +
"your SpriteRenderer should use the generated Spine _Material asset (or any Material with a PMA shader) instead of Sprites-Default.");
}
return spriteSlicesLabel;
}
}
static List<AtlasRegion> GetRegions (Atlas atlas) {
FieldInfo regionsField = SpineInspectorUtility.GetNonPublicField(typeof(Atlas), "regions");
return (List<AtlasRegion>)regionsField.GetValue(atlas);
}
void OnEnable () {
SpineEditorUtilities.ConfirmInitialization();
atlasFile = serializedObject.FindProperty("atlasFile");
materials = serializedObject.FindProperty("materials");
materials.isExpanded = true;
atlasAsset = (SpineAtlasAsset)target;
#if REGION_BAKING_MESH
UpdateBakedList();
#endif
}
#if REGION_BAKING_MESH
private List<bool> baked;
private List<GameObject> bakedObjects;
void UpdateBakedList () {
AtlasAsset asset = (AtlasAsset)target;
baked = new List<bool>();
bakedObjects = new List<GameObject>();
if (atlasFile.objectReferenceValue != null) {
List<AtlasRegion> regions = this.Regions;
string atlasAssetPath = AssetDatabase.GetAssetPath(atlasAsset);
string atlasAssetDirPath = Path.GetDirectoryName(atlasAssetPath);
string bakedDirPath = Path.Combine(atlasAssetDirPath, atlasAsset.name);
for (int i = 0; i < regions.Count; i++) {
AtlasRegion region = regions[i];
string bakedPrefabPath = Path.Combine(bakedDirPath, AssetUtility.GetPathSafeRegionName(region) + ".prefab").Replace("\\", "/");
GameObject prefab = (GameObject)AssetDatabase.LoadAssetAtPath(bakedPrefabPath, typeof(GameObject));
baked.Add(prefab != null);
bakedObjects.Add(prefab);
}
}
}
#endif
override public void OnInspectorGUI () {
if (serializedObject.isEditingMultipleObjects) {
DrawDefaultInspector();
return;
}
serializedObject.Update();
atlasAsset = (atlasAsset == null) ? (SpineAtlasAsset)target : atlasAsset;
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(atlasFile);
EditorGUILayout.PropertyField(materials, true);
if (EditorGUI.EndChangeCheck()) {
serializedObject.ApplyModifiedProperties();
atlasAsset.Clear();
atlasAsset.GetAtlas();
}
if (materials.arraySize == 0) {
EditorGUILayout.HelpBox("No materials", MessageType.Error);
return;
}
for (int i = 0; i < materials.arraySize; i++) {
SerializedProperty prop = materials.GetArrayElementAtIndex(i);
var material = (Material)prop.objectReferenceValue;
if (material == null) {
EditorGUILayout.HelpBox("Materials cannot be null.", MessageType.Error);
return;
}
}
EditorGUILayout.Space();
if (SpineInspectorUtility.LargeCenteredButton(SpineInspectorUtility.TempContent("Set Mipmap Bias to " + SpinePreferences.DEFAULT_MIPMAPBIAS, tooltip: "This may help textures with mipmaps be less blurry when used for 2D sprites."))) {
foreach (var m in atlasAsset.materials) {
var texture = m.mainTexture;
string texturePath = AssetDatabase.GetAssetPath(texture.GetInstanceID());
var importer = (TextureImporter)TextureImporter.GetAtPath(texturePath);
importer.mipMapBias = SpinePreferences.DEFAULT_MIPMAPBIAS;
EditorUtility.SetDirty(texture);
}
Debug.Log("Texture mipmap bias set to " + SpinePreferences.DEFAULT_MIPMAPBIAS);
}
EditorGUILayout.Space();
if (atlasFile.objectReferenceValue != null) {
if (SpineInspectorUtility.LargeCenteredButton(SpriteSlicesLabel)) {
var atlas = atlasAsset.GetAtlas();
foreach (var m in atlasAsset.materials)
UpdateSpriteSlices(m.mainTexture, atlas);
}
}
EditorGUILayout.Space();
#if REGION_BAKING_MESH
if (atlasFile.objectReferenceValue != null) {
Atlas atlas = asset.GetAtlas();
FieldInfo field = typeof(Atlas).GetField("regions", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.NonPublic);
List<AtlasRegion> regions = (List<AtlasRegion>)field.GetValue(atlas);
EditorGUILayout.LabelField(new GUIContent("Region Baking", SpineEditorUtilities.Icons.unityIcon));
EditorGUI.indentLevel++;
AtlasPage lastPage = null;
for (int i = 0; i < regions.Count; i++) {
if (lastPage != regions[i].page) {
if (lastPage != null) {
EditorGUILayout.Separator();
EditorGUILayout.Separator();
}
lastPage = regions[i].page;
Material mat = ((Material)lastPage.rendererObject);
if (mat != null) {
GUILayout.BeginHorizontal();
{
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField(mat, typeof(Material), false, GUILayout.Width(250));
EditorGUI.EndDisabledGroup();
}
GUILayout.EndHorizontal();
} else {
EditorGUILayout.LabelField(new GUIContent("Page missing material!", SpineEditorUtilities.Icons.warning));
}
}
GUILayout.BeginHorizontal();
{
//EditorGUILayout.ToggleLeft(baked[i] ? "" : regions[i].name, baked[i]);
bool result = baked[i] ? EditorGUILayout.ToggleLeft("", baked[i], GUILayout.Width(24)) : EditorGUILayout.ToggleLeft(" " + regions[i].name, baked[i]);
if(baked[i]){
EditorGUILayout.ObjectField(bakedObjects[i], typeof(GameObject), false, GUILayout.Width(250));
}
if (result && !baked[i]) {
//bake
baked[i] = true;
bakedObjects[i] = SpineEditorUtilities.BakeRegion(atlasAsset, regions[i]);
EditorGUIUtility.PingObject(bakedObjects[i]);
} else if (!result && baked[i]) {
//unbake
bool unbakeResult = EditorUtility.DisplayDialog("Delete Baked Region", "Do you want to delete the prefab for " + regions[i].name, "Yes", "Cancel");
switch (unbakeResult) {
case true:
//delete
string atlasAssetPath = AssetDatabase.GetAssetPath(atlasAsset);
string atlasAssetDirPath = Path.GetDirectoryName(atlasAssetPath);
string bakedDirPath = Path.Combine(atlasAssetDirPath, atlasAsset.name);
string bakedPrefabPath = Path.Combine(bakedDirPath, SpineEditorUtilities.GetPathSafeRegionName(regions[i]) + ".prefab").Replace("\\", "/");
AssetDatabase.DeleteAsset(bakedPrefabPath);
baked[i] = false;
break;
case false:
//do nothing
break;
}
}
}
GUILayout.EndHorizontal();
}
EditorGUI.indentLevel--;
#if BAKE_ALL_BUTTON
// Check state
bool allBaked = true;
bool allUnbaked = true;
for (int i = 0; i < regions.Count; i++) {
allBaked &= baked[i];
allUnbaked &= !baked[i];
}
if (!allBaked && GUILayout.Button("Bake All")) {
for (int i = 0; i < regions.Count; i++) {
if (!baked[i]) {
baked[i] = true;
bakedObjects[i] = SpineEditorUtilities.BakeRegion(atlasAsset, regions[i]);
}
}
} else if (!allUnbaked && GUILayout.Button("Unbake All")) {
bool unbakeResult = EditorUtility.DisplayDialog("Delete All Baked Regions", "Are you sure you want to unbake all region prefabs? This cannot be undone.", "Yes", "Cancel");
switch (unbakeResult) {
case true:
//delete
for (int i = 0; i < regions.Count; i++) {
if (baked[i]) {
string atlasAssetPath = AssetDatabase.GetAssetPath(atlasAsset);
string atlasAssetDirPath = Path.GetDirectoryName(atlasAssetPath);
string bakedDirPath = Path.Combine(atlasAssetDirPath, atlasAsset.name);
string bakedPrefabPath = Path.Combine(bakedDirPath, SpineEditorUtilities.GetPathSafeRegionName(regions[i]) + ".prefab").Replace("\\", "/");
AssetDatabase.DeleteAsset(bakedPrefabPath);
baked[i] = false;
}
}
break;
case false:
//do nothing
break;
}
}
#endif
}
#else
if (atlasFile.objectReferenceValue != null) {
int baseIndent = EditorGUI.indentLevel;
var regions = SpineAtlasAssetInspector.GetRegions(atlasAsset.GetAtlas());
int regionsCount = regions.Count;
using (new EditorGUILayout.HorizontalScope()) {
EditorGUILayout.LabelField("Atlas Regions", EditorStyles.boldLabel);
EditorGUILayout.LabelField(string.Format("{0} regions total", regionsCount));
}
AtlasPage lastPage = null;
for (int i = 0; i < regionsCount; i++) {
if (lastPage != regions[i].page) {
if (lastPage != null) {
EditorGUILayout.Separator();
EditorGUILayout.Separator();
}
lastPage = regions[i].page;
Material mat = ((Material)lastPage.rendererObject);
if (mat != null) {
EditorGUI.indentLevel = baseIndent;
using (new GUILayout.HorizontalScope())
using (new EditorGUI.DisabledGroupScope(true))
EditorGUILayout.ObjectField(mat, typeof(Material), false, GUILayout.Width(250));
EditorGUI.indentLevel = baseIndent + 1;
} else {
EditorGUILayout.HelpBox("Page missing material!", MessageType.Warning);
}
}
string regionName = regions[i].name;
Texture2D icon = SpineEditorUtilities.Icons.image;
if (regionName.EndsWith(" ")) {
regionName = string.Format("'{0}'", regions[i].name);
icon = SpineEditorUtilities.Icons.warning;
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent(regionName, icon, "Region name ends with whitespace. This may cause errors. Please check your source image filenames."));
} else {
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent(regionName, icon));
}
}
EditorGUI.indentLevel = baseIndent;
}
#endif
if (serializedObject.ApplyModifiedProperties() || SpineInspectorUtility.UndoRedoPerformed(Event.current))
atlasAsset.Clear();
}
static public void UpdateSpriteSlices (Texture texture, Atlas atlas) {
string texturePath = AssetDatabase.GetAssetPath(texture.GetInstanceID());
var t = (TextureImporter)TextureImporter.GetAtPath(texturePath);
t.spriteImportMode = SpriteImportMode.Multiple;
var spriteSheet = t.spritesheet;
var sprites = new List<SpriteMetaData>(spriteSheet);
var regions = SpineAtlasAssetInspector.GetRegions(atlas);
char[] FilenameDelimiter = {'.'};
int updatedCount = 0;
int addedCount = 0;
foreach (var r in regions) {
string pageName = r.page.name.Split(FilenameDelimiter, StringSplitOptions.RemoveEmptyEntries)[0];
string textureName = texture.name;
bool pageMatch = string.Equals(pageName, textureName, StringComparison.Ordinal);
// if (pageMatch) {
// int pw = r.page.width;
// int ph = r.page.height;
// bool mismatchSize = pw != texture.width || pw > t.maxTextureSize || ph != texture.height || ph > t.maxTextureSize;
// if (mismatchSize)
// Debug.LogWarningFormat("Size mismatch found.\nExpected atlas size is {0}x{1}. Texture Import Max Size of texture '{2}'({4}x{5}) is currently set to {3}.", pw, ph, texture.name, t.maxTextureSize, texture.width, texture.height);
// }
int spriteIndex = pageMatch ? sprites.FindIndex(
(s) => string.Equals(s.name, r.name, StringComparison.Ordinal)
) : -1;
bool spriteNameMatchExists = spriteIndex >= 0;
if (pageMatch) {
Rect spriteRect = new Rect();
if (r.rotate) {
spriteRect.width = r.height;
spriteRect.height = r.width;
} else {
spriteRect.width = r.width;
spriteRect.height = r.height;
}
spriteRect.x = r.x;
spriteRect.y = r.page.height - spriteRect.height - r.y;
if (spriteNameMatchExists) {
var s = sprites[spriteIndex];
s.rect = spriteRect;
sprites[spriteIndex] = s;
updatedCount++;
} else {
sprites.Add(new SpriteMetaData {
name = r.name,
pivot = new Vector2(0.5f, 0.5f),
rect = spriteRect
});
addedCount++;
}
}
}
t.spritesheet = sprites.ToArray();
EditorUtility.SetDirty(t);
AssetDatabase.ImportAsset(texturePath, ImportAssetOptions.ForceUpdate);
EditorGUIUtility.PingObject(texture);
Debug.Log(string.Format("Applied sprite slices to {2}. {0} added. {1} updated.", addedCount, updatedCount, texture.name));
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using Spine;
namespace Spine.Unity.Editor {
using Event = UnityEngine.Event;
[CustomEditor(typeof(SpineSpriteAtlasAsset)), CanEditMultipleObjects]
public class SpineSpriteAtlasAssetInspector : UnityEditor.Editor {
SerializedProperty atlasFile, materials;
SpineSpriteAtlasAsset atlasAsset;
static List<AtlasRegion> GetRegions (Atlas atlas) {
FieldInfo regionsField = SpineInspectorUtility.GetNonPublicField(typeof(Atlas), "regions");
return (List<AtlasRegion>)regionsField.GetValue(atlas);
}
void OnEnable () {
SpineEditorUtilities.ConfirmInitialization();
atlasFile = serializedObject.FindProperty("spriteAtlasFile");
materials = serializedObject.FindProperty("materials");
materials.isExpanded = true;
atlasAsset = (SpineSpriteAtlasAsset)target;
if (!SpineSpriteAtlasAsset.AnySpriteAtlasNeedsRegionsLoaded())
return;
EditorApplication.update -= SpineSpriteAtlasAsset.UpdateWhenEditorPlayModeStarted;
EditorApplication.update += SpineSpriteAtlasAsset.UpdateWhenEditorPlayModeStarted;
}
void OnDisable () {
EditorApplication.update -= SpineSpriteAtlasAsset.UpdateWhenEditorPlayModeStarted;
}
override public void OnInspectorGUI () {
if (serializedObject.isEditingMultipleObjects) {
DrawDefaultInspector();
return;
}
serializedObject.Update();
atlasAsset = (atlasAsset == null) ? (SpineSpriteAtlasAsset)target : atlasAsset;
if (atlasAsset.RegionsNeedLoading) {
if (GUILayout.Button(SpineInspectorUtility.TempContent("Load regions by entering Play mode"), GUILayout.Height(20))) {
EditorApplication.isPlaying = true;
}
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(atlasFile);
EditorGUILayout.PropertyField(materials, true);
if (EditorGUI.EndChangeCheck()) {
serializedObject.ApplyModifiedProperties();
atlasAsset.Clear();
atlasAsset.GetAtlas();
atlasAsset.updateRegionsInPlayMode = true;
}
if (materials.arraySize == 0) {
EditorGUILayout.HelpBox("No materials", MessageType.Error);
return;
}
for (int i = 0; i < materials.arraySize; i++) {
SerializedProperty prop = materials.GetArrayElementAtIndex(i);
var material = (Material)prop.objectReferenceValue;
if (material == null) {
EditorGUILayout.HelpBox("Materials cannot be null.", MessageType.Error);
return;
}
}
if (atlasFile.objectReferenceValue != null) {
int baseIndent = EditorGUI.indentLevel;
var regions = SpineSpriteAtlasAssetInspector.GetRegions(atlasAsset.GetAtlas());
int regionsCount = regions.Count;
using (new EditorGUILayout.HorizontalScope()) {
EditorGUILayout.LabelField("Atlas Regions", EditorStyles.boldLabel);
EditorGUILayout.LabelField(string.Format("{0} regions total", regionsCount));
}
AtlasPage lastPage = null;
for (int i = 0; i < regionsCount; i++) {
if (lastPage != regions[i].page) {
if (lastPage != null) {
EditorGUILayout.Separator();
EditorGUILayout.Separator();
}
lastPage = regions[i].page;
Material mat = ((Material)lastPage.rendererObject);
if (mat != null) {
EditorGUI.indentLevel = baseIndent;
using (new GUILayout.HorizontalScope())
using (new EditorGUI.DisabledGroupScope(true))
EditorGUILayout.ObjectField(mat, typeof(Material), false, GUILayout.Width(250));
EditorGUI.indentLevel = baseIndent + 1;
} else {
EditorGUILayout.HelpBox("Page missing material!", MessageType.Warning);
}
}
string regionName = regions[i].name;
Texture2D icon = SpineEditorUtilities.Icons.image;
if (regionName.EndsWith(" ")) {
regionName = string.Format("'{0}'", regions[i].name);
icon = SpineEditorUtilities.Icons.warning;
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent(regionName, icon, "Region name ends with whitespace. This may cause errors. Please check your source image filenames."));
} else {
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent(regionName, icon));
}
}
EditorGUI.indentLevel = baseIndent;
}
if (serializedObject.ApplyModifiedProperties() || SpineInspectorUtility.UndoRedoPerformed(Event.current))
atlasAsset.Clear();
}
}
}

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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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fileFormatVersion: 2
guid: 0134640f881c8d24d812a6f9af9d0761
folderAsset: yes
timeCreated: 1563304704
licenseType: Free
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, 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, followXYPosition, followZPosition, followBoneRotation,
followLocalScale, followSkeletonFlip, maintainedAxisOrientation;
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 = EditorInstantiation.NewGameObject("BoneFollower", true, 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");
followXYPosition = serializedObject.FindProperty("followXYPosition");
followZPosition = serializedObject.FindProperty("followZPosition");
followLocalScale = serializedObject.FindProperty("followLocalScale");
followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
maintainedAxisOrientation = serializedObject.FindProperty("maintainedAxisOrientation");
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(followXYPosition);
EditorGUILayout.PropertyField(followZPosition);
EditorGUILayout.PropertyField(followLocalScale);
EditorGUILayout.PropertyField(followSkeletonFlip);
if ((followSkeletonFlip.hasMultipleDifferentValues || followSkeletonFlip.boolValue == false) &&
(followBoneRotation.hasMultipleDifferentValues || followBoneRotation.boolValue == true)) {
using (new SpineInspectorUtility.IndentScope())
EditorGUILayout.PropertyField(maintainedAxisOrientation);
}
//BoneFollowerInspector.RecommendRigidbodyButton(targetBoneFollower);
} else {
var boneFollowerSkeletonGraphic = targetBoneFollower.skeletonGraphic;
if (boneFollowerSkeletonGraphic == null) {
EditorGUILayout.HelpBox("SkeletonGraphic is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonMecanim).", 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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timeCreated: 1499279157
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, 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, followXYPosition, followZPosition, followBoneRotation,
followLocalScale, followSkeletonFlip, maintainedAxisOrientation;
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 = EditorInstantiation.NewGameObject("New BoneFollower", true);
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");
followXYPosition = serializedObject.FindProperty("followXYPosition");
followZPosition = serializedObject.FindProperty("followZPosition");
followLocalScale = serializedObject.FindProperty("followLocalScale");
followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
maintainedAxisOrientation = serializedObject.FindProperty("maintainedAxisOrientation");
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(followXYPosition);
EditorGUILayout.PropertyField(followZPosition);
EditorGUILayout.PropertyField(followLocalScale);
EditorGUILayout.PropertyField(followSkeletonFlip);
if ((followSkeletonFlip.hasMultipleDifferentValues || followSkeletonFlip.boolValue == false) &&
(followBoneRotation.hasMultipleDifferentValues || followBoneRotation.boolValue == true)) {
using (new SpineInspectorUtility.IndentScope())
EditorGUILayout.PropertyField(maintainedAxisOrientation);
}
BoneFollowerInspector.RecommendRigidbodyButton(targetBoneFollower);
} else {
var boneFollowerSkeletonRenderer = targetBoneFollower.skeletonRenderer;
if (boneFollowerSkeletonRenderer == null) {
EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonMecanim).", 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);
}
}
}
}
}

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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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@@ -0,0 +1,261 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, 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;
using System.Collections.Generic;
namespace Spine.Unity.Editor {
using Event = UnityEngine.Event;
using Icons = SpineEditorUtilities.Icons;
[CustomEditor(typeof(BoundingBoxFollowerGraphic))]
public class BoundingBoxFollowerGraphicInspector : UnityEditor.Editor {
SerializedProperty skeletonGraphic, slotName, isTrigger, clearStateOnDisable;
BoundingBoxFollowerGraphic 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 InitializeEditor () {
skeletonGraphic = serializedObject.FindProperty("skeletonGraphic");
slotName = serializedObject.FindProperty("slotName");
isTrigger = serializedObject.FindProperty("isTrigger");
clearStateOnDisable = serializedObject.FindProperty("clearStateOnDisable");
follower = (BoundingBoxFollowerGraphic)target;
}
public override void OnInspectorGUI () {
#if !NEW_PREFAB_SYSTEM
bool isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
#else
bool isInspectingPrefab = false;
#endif
// Note: when calling InitializeEditor() in OnEnable, it throws exception
// "SerializedObjectNotCreatableException: Object at index 0 is null".
InitializeEditor();
// Try to auto-assign SkeletonGraphic field.
if (skeletonGraphic.objectReferenceValue == null) {
var foundSkeletonGraphic = follower.GetComponentInParent<SkeletonGraphic>();
if (foundSkeletonGraphic != null)
Debug.Log("BoundingBoxFollowerGraphic automatically assigned: " + foundSkeletonGraphic.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 BoundingBoxFollowerGraphic's 'Skeleton Graphic' field in the inspector.");
skeletonGraphic.objectReferenceValue = foundSkeletonGraphic;
serializedObject.ApplyModifiedProperties();
InitializeEditor();
}
var skeletonGraphicValue = skeletonGraphic.objectReferenceValue as SkeletonGraphic;
if (skeletonGraphicValue != null && skeletonGraphicValue.gameObject == follower.gameObject) {
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
EditorGUILayout.HelpBox("It's ideal to add BoundingBoxFollowerGraphic to a separate child GameObject of the Spine GameObject.", MessageType.Warning);
if (GUILayout.Button(new GUIContent("Move BoundingBoxFollowerGraphic to new GameObject", Icons.boundingBox), GUILayout.Height(30f))) {
AddBoundingBoxFollowerGraphicChild(skeletonGraphicValue, follower);
DestroyImmediate(follower);
return;
}
}
EditorGUILayout.Space();
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(skeletonGraphic);
EditorGUILayout.PropertyField(slotName, new GUIContent("Slot"));
if (EditorGUI.EndChangeCheck()) {
serializedObject.ApplyModifiedProperties();
InitializeEditor();
#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();
InitializeEditor();
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 BoundingBoxFollowerGraphic 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--;
}
}
}
if (follower.Slot == null)
follower.Initialize(false);
bool hasBoneFollower = follower.GetComponent<BoneFollowerGraphic>() != 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<BoneFollowerGraphic>();
boneFollower.skeletonGraphic = skeletonGraphicValue;
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/SkeletonGraphic/Add BoundingBoxFollowerGraphic GameObject")]
static void AddBoundingBoxFollowerGraphicChild (MenuCommand command) {
var go = AddBoundingBoxFollowerGraphicChild((SkeletonGraphic)command.context);
Undo.RegisterCreatedObjectUndo(go, "Add BoundingBoxFollowerGraphic");
}
[MenuItem("CONTEXT/SkeletonGraphic/Add all BoundingBoxFollowerGraphic GameObjects")]
static void AddAllBoundingBoxFollowerGraphicChildren (MenuCommand command) {
var objects = AddAllBoundingBoxFollowerGraphicChildren((SkeletonGraphic)command.context);
foreach (var go in objects)
Undo.RegisterCreatedObjectUndo(go, "Add BoundingBoxFollowerGraphic");
}
#endregion
public static GameObject AddBoundingBoxFollowerGraphicChild (SkeletonGraphic skeletonGraphic,
BoundingBoxFollowerGraphic original = null, string name = "BoundingBoxFollowerGraphic",
string slotName = null) {
var go = EditorInstantiation.NewGameObject(name, true);
go.transform.SetParent(skeletonGraphic.transform, false);
go.AddComponent<RectTransform>();
var newFollower = go.AddComponent<BoundingBoxFollowerGraphic>();
if (original != null) {
newFollower.slotName = original.slotName;
newFollower.isTrigger = original.isTrigger;
newFollower.clearStateOnDisable = original.clearStateOnDisable;
}
if (slotName != null)
newFollower.slotName = slotName;
newFollower.skeletonGraphic = skeletonGraphic;
newFollower.Initialize();
Selection.activeGameObject = go;
EditorGUIUtility.PingObject(go);
return go;
}
public static List<GameObject> AddAllBoundingBoxFollowerGraphicChildren (
SkeletonGraphic skeletonGraphic, BoundingBoxFollowerGraphic original = null) {
List<GameObject> createdGameObjects = new List<GameObject>();
foreach (var skin in skeletonGraphic.Skeleton.Data.Skins) {
var attachments = skin.Attachments;
foreach (var entry in attachments) {
var boundingBoxAttachment = entry.Value as BoundingBoxAttachment;
if (boundingBoxAttachment == null)
continue;
int slotIndex = entry.Key.SlotIndex;
var slot = skeletonGraphic.Skeleton.Slots.Items[slotIndex];
string slotName = slot.Data.Name;
GameObject go = AddBoundingBoxFollowerGraphicChild(skeletonGraphic,
original, boundingBoxAttachment.Name, slotName);
var boneFollower = go.AddComponent<BoneFollowerGraphic>();
boneFollower.skeletonGraphic = skeletonGraphic;
boneFollower.SetBone(slot.Data.BoneData.Name);
createdGameObjects.Add(go);
}
}
return createdGameObjects;
}
}
}

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MonoImporter:
externalObjects: {}
serializedVersion: 2
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executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, 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;
using System.Collections.Generic;
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 InitializeEditor () {
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
// Note: when calling InitializeEditor() in OnEnable, it throws exception
// "SerializedObjectNotCreatableException: Object at index 0 is null".
InitializeEditor();
// 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();
InitializeEditor();
}
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(30f))) {
AddBoundingBoxFollowerChild(skeletonRendererValue, follower);
DestroyImmediate(follower);
return;
}
}
EditorGUILayout.Space();
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(skeletonRenderer);
EditorGUILayout.PropertyField(slotName, new GUIContent("Slot"));
if (EditorGUI.EndChangeCheck()) {
serializedObject.ApplyModifiedProperties();
InitializeEditor();
#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();
InitializeEditor();
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--;
}
}
}
if (follower.Slot == null)
follower.Initialize(false);
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");
}
[MenuItem("CONTEXT/SkeletonRenderer/Add all BoundingBoxFollower GameObjects")]
static void AddAllBoundingBoxFollowerChildren (MenuCommand command) {
var objects = AddAllBoundingBoxFollowerChildren((SkeletonRenderer)command.context);
foreach (var go in objects)
Undo.RegisterCreatedObjectUndo(go, "Add BoundingBoxFollower");
}
#endregion
public static GameObject AddBoundingBoxFollowerChild (SkeletonRenderer skeletonRenderer,
BoundingBoxFollower original = null, string name = "BoundingBoxFollower",
string slotName = null) {
var go = EditorInstantiation.NewGameObject(name, true);
go.transform.SetParent(skeletonRenderer.transform, false);
var newFollower = go.AddComponent<BoundingBoxFollower>();
if (original != null) {
newFollower.slotName = original.slotName;
newFollower.isTrigger = original.isTrigger;
newFollower.clearStateOnDisable = original.clearStateOnDisable;
}
if (slotName != null)
newFollower.slotName = slotName;
newFollower.skeletonRenderer = skeletonRenderer;
newFollower.Initialize();
Selection.activeGameObject = go;
EditorGUIUtility.PingObject(go);
return go;
}
public static List<GameObject> AddAllBoundingBoxFollowerChildren (
SkeletonRenderer skeletonRenderer, BoundingBoxFollower original = null) {
List<GameObject> createdGameObjects = new List<GameObject>();
foreach (var skin in skeletonRenderer.Skeleton.Data.Skins) {
var attachments = skin.Attachments;
foreach (var entry in attachments) {
var boundingBoxAttachment = entry.Value as BoundingBoxAttachment;
if (boundingBoxAttachment == null)
continue;
int slotIndex = entry.Key.SlotIndex;
var slot = skeletonRenderer.Skeleton.Slots.Items[slotIndex];
string slotName = slot.Data.Name;
GameObject go = AddBoundingBoxFollowerChild(skeletonRenderer,
original, boundingBoxAttachment.Name, slotName);
var boneFollower = go.AddComponent<BoneFollower>();
boneFollower.skeletonRenderer = skeletonRenderer;
boneFollower.SetBone(slot.Data.BoneData.Name);
createdGameObjects.Add(go);
}
}
return createdGameObjects;
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using UnityEditor;
using UnityEngine;
namespace Spine.Unity.Editor {
using Editor = UnityEditor.Editor;
using Event = UnityEngine.Event;
[CustomEditor(typeof(PointFollower)), CanEditMultipleObjects]
public class PointFollowerInspector : Editor {
SerializedProperty slotName, pointAttachmentName, skeletonRenderer, followZPosition, followBoneRotation, followSkeletonFlip;
PointFollower targetPointFollower;
bool needsReset;
#region Context Menu Item
[MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject")]
static void AddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
var go = EditorInstantiation.NewGameObject("PointFollower", true);
var t = go.transform;
t.SetParent(skeletonRenderer.transform);
t.localPosition = Vector3.zero;
var f = go.AddComponent<PointFollower>();
f.skeletonRenderer = skeletonRenderer;
EditorGUIUtility.PingObject(t);
Undo.RegisterCreatedObjectUndo(go, "Add PointFollower");
}
// Validate
[MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject", true)]
static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
return skeletonRenderer.valid;
}
#endregion
void OnEnable () {
skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
slotName = serializedObject.FindProperty("slotName");
pointAttachmentName = serializedObject.FindProperty("pointAttachmentName");
targetPointFollower = (PointFollower)target;
if (targetPointFollower.skeletonRenderer != null)
targetPointFollower.skeletonRenderer.Initialize(false);
if (!targetPointFollower.IsValid || needsReset) {
targetPointFollower.Initialize();
targetPointFollower.LateUpdate();
needsReset = false;
SceneView.RepaintAll();
}
}
public void OnSceneGUI () {
var tbf = target as PointFollower;
var skeletonRendererComponent = tbf.skeletonRenderer;
if (skeletonRendererComponent == null)
return;
var skeleton = skeletonRendererComponent.skeleton;
var skeletonTransform = skeletonRendererComponent.transform;
if (string.IsNullOrEmpty(pointAttachmentName.stringValue)) {
// Draw all active PointAttachments in the current skin
var currentSkin = skeleton.Skin;
if (currentSkin != skeleton.Data.DefaultSkin) DrawPointsInSkin(skeleton.Data.DefaultSkin, skeleton, skeletonTransform);
if (currentSkin != null) DrawPointsInSkin(currentSkin, skeleton, skeletonTransform);
} else {
int slotIndex = skeleton.FindSlotIndex(slotName.stringValue);
if (slotIndex >= 0) {
var slot = skeleton.Slots.Items[slotIndex];
var point = skeleton.GetAttachment(slotIndex, pointAttachmentName.stringValue) as PointAttachment;
if (point != null) {
DrawPointAttachmentWithLabel(point, slot.Bone, skeletonTransform);
}
}
}
}
static void DrawPointsInSkin (Skin skin, Skeleton skeleton, Transform transform) {
foreach (var skinEntry in skin.Attachments) {
var attachment = skinEntry.Value as PointAttachment;
if (attachment != null) {
var skinKey = (Skin.SkinEntry)skinEntry.Key;
var slot = skeleton.Slots.Items[skinKey.SlotIndex];
DrawPointAttachmentWithLabel(attachment, slot.Bone, transform);
}
}
}
static void DrawPointAttachmentWithLabel (PointAttachment point, Bone bone, Transform transform) {
Vector3 labelOffset = new Vector3(0f, -0.2f, 0f);
SpineHandles.DrawPointAttachment(bone, point, transform);
Handles.Label(labelOffset + point.GetWorldPosition(bone, transform), point.Name, SpineHandles.PointNameStyle);
}
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) {
targetPointFollower.Initialize();
targetPointFollower.LateUpdate();
needsReset = false;
SceneView.RepaintAll();
}
serializedObject.Update();
DrawDefaultInspector();
// Find Renderer
if (skeletonRenderer.objectReferenceValue == null) {
SkeletonRenderer parentRenderer = targetPointFollower.GetComponentInParent<SkeletonRenderer>();
if (parentRenderer != null && parentRenderer.gameObject != targetPointFollower.gameObject) {
skeletonRenderer.objectReferenceValue = parentRenderer;
Debug.Log("Inspector automatically assigned PointFollower.SkeletonRenderer");
}
}
var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (skeletonRendererReference != null) {
if (skeletonRendererReference.gameObject == targetPointFollower.gameObject) {
skeletonRenderer.objectReferenceValue = null;
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");
}
}
if (!targetPointFollower.IsValid) {
needsReset = true;
}
var current = Event.current;
bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
if (wasUndo)
targetPointFollower.Initialize();
serializedObject.ApplyModifiedProperties();
}
}
}

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userData:
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEditor;
using UnityEngine;
using Spine;
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonAnimation))]
[CanEditMultipleObjects]
public class SkeletonAnimationInspector : SkeletonRendererInspector {
protected SerializedProperty animationName, loop, timeScale, autoReset;
protected bool wasAnimationParameterChanged = false;
protected bool requireRepaint;
readonly GUIContent LoopLabel = new GUIContent("Loop", "Whether or not .AnimationName should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.");
readonly GUIContent TimeScaleLabel = new GUIContent("Time Scale", "The rate at which animations progress over time. 1 means normal speed. 0.5 means 50% speed.");
protected override void OnEnable () {
base.OnEnable();
animationName = serializedObject.FindProperty("_animationName");
loop = serializedObject.FindProperty("loop");
timeScale = serializedObject.FindProperty("timeScale");
}
protected override void DrawInspectorGUI (bool multi) {
base.DrawInspectorGUI(multi);
if (!TargetIsValid) return;
bool sameData = SpineInspectorUtility.TargetsUseSameData(serializedObject);
foreach (var o in targets)
TrySetAnimation(o as SkeletonAnimation);
EditorGUILayout.Space();
if (!sameData) {
EditorGUILayout.DelayedTextField(animationName);
} else {
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(animationName);
wasAnimationParameterChanged |= EditorGUI.EndChangeCheck(); // Value used in the next update.
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(loop, LoopLabel);
wasAnimationParameterChanged |= EditorGUI.EndChangeCheck(); // Value used in the next update.
EditorGUILayout.PropertyField(timeScale, TimeScaleLabel);
foreach (var o in targets) {
var component = o as SkeletonAnimation;
component.timeScale = Mathf.Max(component.timeScale, 0);
}
EditorGUILayout.Space();
SkeletonRootMotionParameter();
serializedObject.ApplyModifiedProperties();
if (!isInspectingPrefab) {
if (requireRepaint) {
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
requireRepaint = false;
}
}
}
protected void TrySetAnimation (SkeletonAnimation skeletonAnimation) {
if (skeletonAnimation == null) return;
if (!skeletonAnimation.valid || skeletonAnimation.AnimationState == null)
return;
TrackEntry current = skeletonAnimation.AnimationState.GetCurrent(0);
if (!isInspectingPrefab) {
string activeAnimation = (current != null) ? current.Animation.Name : "";
bool activeLoop = (current != null) ? current.Loop : false;
bool animationParameterChanged = this.wasAnimationParameterChanged &&
((activeAnimation != animationName.stringValue) || (activeLoop != loop.boolValue));
if (animationParameterChanged) {
this.wasAnimationParameterChanged = false;
var skeleton = skeletonAnimation.Skeleton;
var state = skeletonAnimation.AnimationState;
if (!Application.isPlaying) {
if (state != null) state.ClearTrack(0);
skeleton.SetToSetupPose();
}
Spine.Animation animationToUse = skeleton.Data.FindAnimation(animationName.stringValue);
if (!Application.isPlaying) {
if (animationToUse != null) {
skeletonAnimation.AnimationState.SetAnimation(0, animationToUse, loop.boolValue);
}
skeletonAnimation.Update(0);
skeletonAnimation.LateUpdate();
requireRepaint = true;
} else {
if (animationToUse != null)
state.SetAnimation(0, animationToUse, loop.boolValue);
else
state.ClearTrack(0);
}
}
// Reflect animationName serialized property in the inspector even if SetAnimation API was used.
if (Application.isPlaying) {
if (current != null && current.Animation != null) {
if (skeletonAnimation.AnimationName != animationName.stringValue)
animationName.stringValue = current.Animation.Name;
}
}
}
}
}
}

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fileFormatVersion: 2
guid: 39fbfef61034ca045b5aa80088e1e8a4
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,159 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using Spine.Unity.Examples;
namespace Spine.Unity.Editor {
// This script is not intended for use with code. See spine-unity documentation page for additional information.
[CustomEditor(typeof(SkeletonGraphicCustomMaterials))]
public class SkeletonGraphicCustomMaterialsInspector : UnityEditor.Editor {
List<SkeletonGraphicCustomMaterials.AtlasMaterialOverride> componentCustomMaterialOverrides, _customMaterialOverridesPrev;
List<SkeletonGraphicCustomMaterials.AtlasTextureOverride> componentCustomTextureOverrides, _customTextureOverridesPrev;
SkeletonGraphicCustomMaterials component;
const BindingFlags PrivateInstance = BindingFlags.Instance | BindingFlags.NonPublic;
MethodInfo RemoveCustomMaterialOverrides, RemoveCustomTextureOverrides, SetCustomMaterialOverrides, SetCustomTextureOverrides;
#region SkeletonGraphic context menu
[MenuItem("CONTEXT/SkeletonGraphic/Add Basic Serialized Custom Materials")]
static void AddSkeletonGraphicCustomMaterials (MenuCommand menuCommand) {
var skeletonGraphic = (SkeletonGraphic)menuCommand.context;
var newComponent = skeletonGraphic.gameObject.AddComponent<SkeletonGraphicCustomMaterials>();
Undo.RegisterCreatedObjectUndo(newComponent, "Add Basic Serialized Custom Materials");
}
[MenuItem("CONTEXT/SkeletonGraphic/Add Basic Serialized Custom Materials", true)]
static bool AddSkeletonGraphicCustomMaterials_Validate (MenuCommand menuCommand) {
var skeletonGraphic = (SkeletonGraphic)menuCommand.context;
return (skeletonGraphic.GetComponent<SkeletonGraphicCustomMaterials>() == null);
}
#endregion
void OnEnable () {
Type cm = typeof(SkeletonGraphicCustomMaterials);
RemoveCustomMaterialOverrides = cm.GetMethod("RemoveCustomMaterialOverrides", PrivateInstance);
RemoveCustomTextureOverrides = cm.GetMethod("RemoveCustomTextureOverrides", PrivateInstance);
SetCustomMaterialOverrides = cm.GetMethod("SetCustomMaterialOverrides", PrivateInstance);
SetCustomTextureOverrides = cm.GetMethod("SetCustomTextureOverrides", PrivateInstance);
}
public override void OnInspectorGUI () {
component = (SkeletonGraphicCustomMaterials)target;
var skeletonGraphic = component.skeletonGraphic;
// Draw the default inspector
DrawDefaultInspector();
if (serializedObject.isEditingMultipleObjects)
return;
if (componentCustomMaterialOverrides == null) {
Type cm = typeof(SkeletonGraphicCustomMaterials);
componentCustomMaterialOverrides = cm.GetField("customMaterialOverrides", PrivateInstance).GetValue(component) as List<SkeletonGraphicCustomMaterials.AtlasMaterialOverride>;
componentCustomTextureOverrides = cm.GetField("customTextureOverrides", PrivateInstance).GetValue(component) as List<SkeletonGraphicCustomMaterials.AtlasTextureOverride>;
if (componentCustomMaterialOverrides == null) {
Debug.Log("Reflection failed.");
return;
}
}
// Fill with current values at start
if (_customMaterialOverridesPrev == null || _customTextureOverridesPrev == null) {
_customMaterialOverridesPrev = CopyList(componentCustomMaterialOverrides);
_customTextureOverridesPrev = CopyList(componentCustomTextureOverrides);
}
// Compare new values with saved. If change is detected:
// store new values, restore old values, remove overrides, restore new values, restore overrides.
// 1. Store new values
var customMaterialOverridesNew = CopyList(componentCustomMaterialOverrides);
var customTextureOverridesNew = CopyList(componentCustomTextureOverrides);
// Detect changes
if (!_customMaterialOverridesPrev.SequenceEqual(customMaterialOverridesNew) ||
!_customTextureOverridesPrev.SequenceEqual(customTextureOverridesNew)) {
// 2. Restore old values
componentCustomMaterialOverrides.Clear();
componentCustomTextureOverrides.Clear();
componentCustomMaterialOverrides.AddRange(_customMaterialOverridesPrev);
componentCustomTextureOverrides.AddRange(_customTextureOverridesPrev);
// 3. Remove overrides
RemoveCustomMaterials();
// 4. Restore new values
componentCustomMaterialOverrides.Clear();
componentCustomTextureOverrides.Clear();
componentCustomMaterialOverrides.AddRange(customMaterialOverridesNew);
componentCustomTextureOverrides.AddRange(customTextureOverridesNew);
// 5. Restore overrides
SetCustomMaterials();
if (skeletonGraphic != null)
skeletonGraphic.LateUpdate();
}
_customMaterialOverridesPrev = CopyList(componentCustomMaterialOverrides);
_customTextureOverridesPrev = CopyList(componentCustomTextureOverrides);
if (SpineInspectorUtility.LargeCenteredButton(SpineInspectorUtility.TempContent("Clear and Reapply Changes", tooltip: "Removes all non-serialized overrides in the SkeletonGraphic and reapplies the overrides on this component."))) {
if (skeletonGraphic != null) {
skeletonGraphic.CustomMaterialOverride.Clear();
skeletonGraphic.CustomTextureOverride.Clear();
RemoveCustomMaterials();
SetCustomMaterials();
skeletonGraphic.LateUpdate();
}
}
}
void RemoveCustomMaterials () {
RemoveCustomMaterialOverrides.Invoke(component, null);
RemoveCustomTextureOverrides.Invoke(component, null);
}
void SetCustomMaterials () {
SetCustomMaterialOverrides.Invoke(component, null);
SetCustomTextureOverrides.Invoke(component, null);
}
static List<T> CopyList<T> (List<T> list) {
return list.GetRange(0, list.Count);
}
}
}

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fileFormatVersion: 2
guid: 349bf125947e3aa4bb78690fec69ea17
timeCreated: 1588789940
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, 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 Icons = SpineEditorUtilities.Icons;
[CustomEditor(typeof(SkeletonGraphic))]
[CanEditMultipleObjects]
public class SkeletonGraphicInspector : UnityEditor.Editor {
const string SeparatorSlotNamesFieldName = "separatorSlotNames";
const string ReloadButtonString = "Reload";
protected GUIContent SkeletonDataAssetLabel;
static GUILayoutOption reloadButtonWidth;
static GUILayoutOption ReloadButtonWidth { get { return reloadButtonWidth = reloadButtonWidth ?? GUILayout.Width(GUI.skin.label.CalcSize(new GUIContent(ReloadButtonString)).x + 20); } }
static GUIStyle ReloadButtonStyle { get { return EditorStyles.miniButton; } }
SerializedProperty material, color;
SerializedProperty skeletonDataAsset, initialSkinName;
SerializedProperty startingAnimation, startingLoop, timeScale, freeze, updateWhenInvisible, unscaledTime, tintBlack;
SerializedProperty initialFlipX, initialFlipY;
SerializedProperty meshGeneratorSettings;
SerializedProperty allowMultipleCanvasRenderers, separatorSlotNames, enableSeparatorSlots, updateSeparatorPartLocation;
SerializedProperty raycastTarget;
SkeletonGraphic thisSkeletonGraphic;
protected bool isInspectingPrefab;
protected bool slotsReapplyRequired = false;
protected bool forceReloadQueued = false;
protected bool TargetIsValid {
get {
if (serializedObject.isEditingMultipleObjects) {
foreach (var o in targets) {
var component = (SkeletonGraphic)o;
if (!component.IsValid)
return false;
}
return true;
}
else {
var component = (SkeletonGraphic)target;
return component.IsValid;
}
}
}
void OnEnable () {
#if NEW_PREFAB_SYSTEM
isInspectingPrefab = false;
#else
isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
#endif
SpineEditorUtilities.ConfirmInitialization();
// Labels
SkeletonDataAssetLabel = new GUIContent("SkeletonData Asset", Icons.spine);
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");
updateWhenInvisible = so.FindProperty("updateWhenInvisible");
meshGeneratorSettings = so.FindProperty("meshGenerator").FindPropertyRelative("settings");
meshGeneratorSettings.isExpanded = SkeletonRendererInspector.advancedFoldout;
allowMultipleCanvasRenderers = so.FindProperty("allowMultipleCanvasRenderers");
updateSeparatorPartLocation = so.FindProperty("updateSeparatorPartLocation");
enableSeparatorSlots = so.FindProperty("enableSeparatorSlots");
separatorSlotNames = so.FindProperty("separatorSlotNames");
separatorSlotNames.isExpanded = true;
}
public override void OnInspectorGUI () {
if (UnityEngine.Event.current.type == EventType.Layout) {
if (forceReloadQueued) {
forceReloadQueued = false;
foreach (var c in targets) {
SpineEditorUtilities.ReloadSkeletonDataAssetAndComponent(c as SkeletonGraphic);
}
}
else {
foreach (var c in targets) {
var component = c as SkeletonGraphic;
if (!component.IsValid) {
SpineEditorUtilities.ReinitializeComponent(component);
if (!component.IsValid) continue;
}
}
}
}
bool wasChanged = false;
EditorGUI.BeginChangeCheck();
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox)) {
SpineInspectorUtility.PropertyFieldFitLabel(skeletonDataAsset, SkeletonDataAssetLabel);
if (GUILayout.Button(ReloadButtonString, ReloadButtonStyle, ReloadButtonWidth))
forceReloadQueued = true;
}
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;
}
string errorMessage = null;
if (SpineEditorUtilities.Preferences.componentMaterialWarning &&
MaterialChecks.IsMaterialSetupProblematic(thisSkeletonGraphic, ref errorMessage)) {
EditorGUILayout.HelpBox(errorMessage, MessageType.Error, true);
}
bool isSingleRendererOnly = (!allowMultipleCanvasRenderers.hasMultipleDifferentValues && allowMultipleCanvasRenderers.boolValue == false);
bool isSeparationEnabledButNotMultipleRenderers =
isSingleRendererOnly && (!enableSeparatorSlots.hasMultipleDifferentValues && enableSeparatorSlots.boolValue == true);
bool meshRendersIncorrectlyWithSingleRenderer =
isSingleRendererOnly && SkeletonHasMultipleSubmeshes();
if (isSeparationEnabledButNotMultipleRenderers || meshRendersIncorrectlyWithSingleRenderer)
meshGeneratorSettings.isExpanded = true;
using (new SpineInspectorUtility.BoxScope()) {
EditorGUILayout.PropertyField(meshGeneratorSettings, SpineInspectorUtility.TempContent("Advanced..."), includeChildren: true);
SkeletonRendererInspector.advancedFoldout = meshGeneratorSettings.isExpanded;
if (meshGeneratorSettings.isExpanded) {
EditorGUILayout.Space();
using (new SpineInspectorUtility.IndentScope()) {
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(allowMultipleCanvasRenderers, SpineInspectorUtility.TempContent("Multiple CanvasRenderers"));
if (GUILayout.Button(new GUIContent("Trim Renderers", "Remove currently unused CanvasRenderer GameObjects. These will be regenerated whenever needed."),
EditorStyles.miniButton, GUILayout.Width(100f))) {
foreach (var skeletonGraphic in targets) {
((SkeletonGraphic)skeletonGraphic).TrimRenderers();
}
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.PropertyField(updateWhenInvisible);
// warning box
if (isSeparationEnabledButNotMultipleRenderers) {
using (new SpineInspectorUtility.BoxScope()) {
meshGeneratorSettings.isExpanded = true;
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("'Multiple Canvas Renderers' must be enabled\nwhen 'Enable Separation' is enabled.", Icons.warning), GUILayout.Height(42), GUILayout.Width(340));
}
}
else if (meshRendersIncorrectlyWithSingleRenderer) {
using (new SpineInspectorUtility.BoxScope()) {
meshGeneratorSettings.isExpanded = true;
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("This mesh uses multiple atlas pages. You\n" +
"need to enable 'Multiple Canvas Renderers'\n" +
"for correct rendering. Consider packing\n" +
"attachments to a single atlas page if possible.", Icons.warning), GUILayout.Height(60), GUILayout.Width(340));
}
}
}
EditorGUILayout.Space();
SeparatorsField(separatorSlotNames, enableSeparatorSlots, updateSeparatorPartLocation);
}
}
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();
SkeletonRendererInspector.SkeletonRootMotionParameter(targets);
EditorGUILayout.Space();
EditorGUILayout.LabelField("UI", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(raycastTarget);
EditorGUILayout.BeginHorizontal(GUILayout.Height(EditorGUIUtility.singleLineHeight + 5));
EditorGUILayout.PrefixLabel("Match RectTransform with Mesh");
if (GUILayout.Button("Match", EditorStyles.miniButton, GUILayout.Width(65f))) {
foreach (var skeletonGraphic in targets) {
MatchRectTransformWithBounds((SkeletonGraphic)skeletonGraphic);
}
}
EditorGUILayout.EndHorizontal();
if (TargetIsValid && !isInspectingPrefab) {
EditorGUILayout.Space();
if (SpineInspectorUtility.CenteredButton(new GUIContent("Add Skeleton Utility", Icons.skeletonUtility), 21, true, 200f))
foreach (var t in targets) {
var component = t as Component;
if (component.GetComponent<SkeletonUtility>() == null) {
component.gameObject.AddComponent<SkeletonUtility>();
}
}
}
wasChanged |= EditorGUI.EndChangeCheck();
if (wasChanged) {
serializedObject.ApplyModifiedProperties();
slotsReapplyRequired = true;
}
if (slotsReapplyRequired && UnityEngine.Event.current.type == EventType.Repaint) {
foreach (var target in targets) {
var skeletonGraphic = (SkeletonGraphic)target;
skeletonGraphic.ReapplySeparatorSlotNames();
skeletonGraphic.LateUpdate();
SceneView.RepaintAll();
}
slotsReapplyRequired = false;
}
}
protected bool SkeletonHasMultipleSubmeshes () {
foreach (var target in targets) {
var skeletonGraphic = (SkeletonGraphic)target;
if (skeletonGraphic.HasMultipleSubmeshInstructions())
return true;
}
return false;
}
public static void SetSeparatorSlotNames (SkeletonRenderer skeletonRenderer, string[] newSlotNames) {
var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
field.SetValue(skeletonRenderer, newSlotNames);
}
public static string[] GetSeparatorSlotNames (SkeletonRenderer skeletonRenderer) {
var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
return field.GetValue(skeletonRenderer) as string[];
}
public static void SeparatorsField (SerializedProperty separatorSlotNames, SerializedProperty enableSeparatorSlots,
SerializedProperty updateSeparatorPartLocation) {
bool multi = separatorSlotNames.serializedObject.isEditingMultipleObjects;
bool hasTerminalSlot = false;
if (!multi) {
var sr = separatorSlotNames.serializedObject.targetObject as ISkeletonComponent;
var skeleton = sr.Skeleton;
int lastSlot = skeleton.Slots.Count - 1;
if (skeleton != null) {
for (int i = 0, n = separatorSlotNames.arraySize; i < n; i++) {
int index = skeleton.FindSlotIndex(separatorSlotNames.GetArrayElementAtIndex(i).stringValue);
if (index == 0 || index == lastSlot) {
hasTerminalSlot = true;
break;
}
}
}
}
string terminalSlotWarning = hasTerminalSlot ? " (!)" : "";
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
const string SeparatorsDescription = "Stored names of slots where the Skeleton's render will be split into different batches. This is used by separate components that split the render into different MeshRenderers or GameObjects.";
if (separatorSlotNames.isExpanded) {
EditorGUILayout.PropertyField(separatorSlotNames, SpineInspectorUtility.TempContent(separatorSlotNames.displayName + terminalSlotWarning, Icons.slotRoot, SeparatorsDescription), true);
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("+", GUILayout.MaxWidth(28f), GUILayout.MaxHeight(15f))) {
separatorSlotNames.arraySize++;
}
GUILayout.EndHorizontal();
}
else
EditorGUILayout.PropertyField(separatorSlotNames, new GUIContent(separatorSlotNames.displayName + string.Format("{0} [{1}]", terminalSlotWarning, separatorSlotNames.arraySize), SeparatorsDescription), true);
EditorGUILayout.PropertyField(enableSeparatorSlots, SpineInspectorUtility.TempContent("Enable Separation", tooltip: "Whether to enable separation at the above separator slots."));
EditorGUILayout.PropertyField(updateSeparatorPartLocation, SpineInspectorUtility.TempContent("Update Part Location", tooltip:"Update separator part GameObject location to match the position of the SkeletonGraphic. This can be helpful when re-parenting parts to a different GameObject."));
}
}
#region Menus
[MenuItem("CONTEXT/SkeletonGraphic/Match RectTransform with Mesh Bounds")]
static void MatchRectTransformWithBounds (MenuCommand command) {
var skeletonGraphic = (SkeletonGraphic)command.context;
MatchRectTransformWithBounds(skeletonGraphic);
}
static void MatchRectTransformWithBounds (SkeletonGraphic skeletonGraphic) {
if (!skeletonGraphic.MatchRectTransformWithBounds())
Debug.Log("Mesh was not previously generated.");
}
[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 = EditorInstantiation.NewGameObject(gameObjectName, true, 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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fileFormatVersion: 2
guid: 0d81cc76b52fcdf499b2db252a317726
timeCreated: 1455570945
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,153 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEditor;
using UnityEngine;
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonMecanim))]
[CanEditMultipleObjects]
public class SkeletonMecanimInspector : SkeletonRendererInspector {
public static bool mecanimSettingsFoldout;
protected SerializedProperty autoReset;
protected SerializedProperty useCustomMixMode;
protected SerializedProperty layerMixModes;
protected SerializedProperty layerBlendModes;
protected override void OnEnable () {
base.OnEnable();
SerializedProperty mecanimTranslator = serializedObject.FindProperty("translator");
autoReset = mecanimTranslator.FindPropertyRelative("autoReset");
useCustomMixMode = mecanimTranslator.FindPropertyRelative("useCustomMixMode");
layerMixModes = mecanimTranslator.FindPropertyRelative("layerMixModes");
layerBlendModes = mecanimTranslator.FindPropertyRelative("layerBlendModes");
}
protected override void DrawInspectorGUI (bool multi) {
AddRootMotionComponentIfEnabled();
base.DrawInspectorGUI(multi);
using (new SpineInspectorUtility.BoxScope()) {
mecanimSettingsFoldout = EditorGUILayout.Foldout(mecanimSettingsFoldout, "Mecanim Translator");
if (mecanimSettingsFoldout) {
EditorGUILayout.PropertyField(autoReset, new GUIContent("Auto Reset",
"When set to true, the skeleton state is mixed out to setup-" +
"pose when an animation finishes, according to the " +
"animation's keyed items."));
EditorGUILayout.PropertyField(useCustomMixMode, new GUIContent("Custom MixMode",
"When disabled, the recommended MixMode is used according to the layer blend mode. Enable to specify a custom MixMode for each Mecanim layer."));
if (useCustomMixMode.hasMultipleDifferentValues || useCustomMixMode.boolValue == true) {
DrawLayerSettings();
EditorGUILayout.Space();
}
}
}
}
protected void AddRootMotionComponentIfEnabled () {
foreach (var t in targets) {
var component = t as Component;
var animator = component.GetComponent<Animator>();
if (animator != null && animator.applyRootMotion) {
if (component.GetComponent<SkeletonMecanimRootMotion>() == null) {
component.gameObject.AddComponent<SkeletonMecanimRootMotion>();
}
}
}
}
protected void DrawLayerSettings () {
string[] layerNames = GetLayerNames();
float widthLayerColumn = 140;
float widthMixColumn = 84;
using (new GUILayout.HorizontalScope()) {
var rect = GUILayoutUtility.GetRect(EditorGUIUtility.currentViewWidth, EditorGUIUtility.singleLineHeight);
rect.width = widthLayerColumn;
EditorGUI.LabelField(rect, SpineInspectorUtility.TempContent("Mecanim Layer"), EditorStyles.boldLabel);
var savedIndent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
rect.position += new Vector2(rect.width, 0);
rect.width = widthMixColumn;
EditorGUI.LabelField(rect, SpineInspectorUtility.TempContent("Mix Mode"), EditorStyles.boldLabel);
EditorGUI.indentLevel = savedIndent;
}
using (new SpineInspectorUtility.IndentScope()) {
int layerCount = layerMixModes.arraySize;
for (int i = 0; i < layerCount; ++i) {
using (new GUILayout.HorizontalScope()) {
string layerName = i < layerNames.Length ? layerNames[i] : ("Layer " + i);
var rect = GUILayoutUtility.GetRect(EditorGUIUtility.currentViewWidth, EditorGUIUtility.singleLineHeight);
rect.width = widthLayerColumn;
EditorGUI.PrefixLabel(rect, SpineInspectorUtility.TempContent(layerName));
var savedIndent = EditorGUI.indentLevel;
EditorGUI.indentLevel = 0;
var mixMode = layerMixModes.GetArrayElementAtIndex(i);
rect.position += new Vector2(rect.width, 0);
rect.width = widthMixColumn;
EditorGUI.PropertyField(rect, mixMode, GUIContent.none);
EditorGUI.indentLevel = savedIndent;
}
}
}
}
protected string[] GetLayerNames () {
int maxLayerCount = 0;
int maxIndex = 0;
for (int i = 0; i < targets.Length; ++i) {
var skeletonMecanim = ((SkeletonMecanim)targets[i]);
int count = skeletonMecanim.Translator.MecanimLayerCount;
if (count > maxLayerCount) {
maxLayerCount = count;
maxIndex = i;
}
}
if (maxLayerCount == 0)
return new string[0];
var skeletonMecanimMaxLayers = ((SkeletonMecanim)targets[maxIndex]);
return skeletonMecanimMaxLayers.Translator.MecanimLayerNames;
}
}
}

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fileFormatVersion: 2
guid: 6a9ca5213a3a4614c9a9f2e60909bc33
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEditor;
using UnityEngine;
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonMecanimRootMotion))]
[CanEditMultipleObjects]
public class SkeletonMecanimRootMotionInspector : SkeletonRootMotionBaseInspector {
protected SerializedProperty mecanimLayerFlags;
protected GUIContent mecanimLayersLabel;
protected override void OnEnable () {
base.OnEnable();
mecanimLayerFlags = serializedObject.FindProperty("mecanimLayerFlags");
mecanimLayersLabel = new UnityEngine.GUIContent("Mecanim Layers", "Mecanim layers to apply root motion at. Defaults to the first Mecanim layer.");
}
override public void OnInspectorGUI () {
base.MainPropertyFields();
MecanimLayerMaskPropertyField();
base.OptionalPropertyFields();
serializedObject.ApplyModifiedProperties();
}
protected string[] GetLayerNames () {
int maxLayerCount = 0;
int maxIndex = 0;
for (int i = 0; i < targets.Length; ++i) {
var skeletonMecanim = ((SkeletonMecanimRootMotion)targets[i]).SkeletonMecanim;
int count = skeletonMecanim.Translator.MecanimLayerCount;
if (count > maxLayerCount) {
maxLayerCount = count;
maxIndex = i;
}
}
if (maxLayerCount == 0)
return new string[0];
var skeletonMecanimMaxLayers = ((SkeletonMecanimRootMotion)targets[maxIndex]).SkeletonMecanim;
return skeletonMecanimMaxLayers.Translator.MecanimLayerNames;
}
protected void MecanimLayerMaskPropertyField () {
string[] layerNames = GetLayerNames();
if (layerNames.Length > 0)
mecanimLayerFlags.intValue = EditorGUILayout.MaskField(
mecanimLayersLabel, mecanimLayerFlags.intValue, layerNames);
}
}
}

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fileFormatVersion: 2
guid: 4613924c50d66cf458f0db803776dd2f
timeCreated: 1593175106
licenseType: Pro
MonoImporter:
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#define SPINE_OPTIONAL_MATERIALOVERRIDE
// Contributed by: Lost Polygon
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using Spine.Unity.Examples;
namespace Spine.Unity.Editor {
// This script is not intended for use with code. See the readme.txt file in SkeletonRendererCustomMaterials folder to learn more.
[CustomEditor(typeof(SkeletonRendererCustomMaterials))]
public class SkeletonRendererCustomMaterialsInspector : UnityEditor.Editor {
List<SkeletonRendererCustomMaterials.AtlasMaterialOverride> componentCustomMaterialOverrides, _customMaterialOverridesPrev;
List<SkeletonRendererCustomMaterials.SlotMaterialOverride> componentCustomSlotMaterials, _customSlotMaterialsPrev;
SkeletonRendererCustomMaterials component;
const BindingFlags PrivateInstance = BindingFlags.Instance | BindingFlags.NonPublic;
MethodInfo RemoveCustomMaterialOverrides, RemoveCustomSlotMaterials, SetCustomMaterialOverrides, SetCustomSlotMaterials;
#region SkeletonRenderer context menu
[MenuItem("CONTEXT/SkeletonRenderer/Add Basic Serialized Custom Materials")]
static void AddSkeletonRendererCustomMaterials (MenuCommand menuCommand) {
var skeletonRenderer = (SkeletonRenderer)menuCommand.context;
var newComponent = skeletonRenderer.gameObject.AddComponent<SkeletonRendererCustomMaterials>();
Undo.RegisterCreatedObjectUndo(newComponent, "Add Basic Serialized Custom Materials");
}
[MenuItem("CONTEXT/SkeletonRenderer/Add Basic Serialized Custom Materials", true)]
static bool AddSkeletonRendererCustomMaterials_Validate (MenuCommand menuCommand) {
var skeletonRenderer = (SkeletonRenderer)menuCommand.context;
return (skeletonRenderer.GetComponent<SkeletonRendererCustomMaterials>() == null);
}
#endregion
void OnEnable () {
Type cm = typeof(SkeletonRendererCustomMaterials);
RemoveCustomMaterialOverrides = cm.GetMethod("RemoveCustomMaterialOverrides", PrivateInstance);
RemoveCustomSlotMaterials = cm.GetMethod("RemoveCustomSlotMaterials", PrivateInstance);
SetCustomMaterialOverrides = cm.GetMethod("SetCustomMaterialOverrides", PrivateInstance);
SetCustomSlotMaterials = cm.GetMethod("SetCustomSlotMaterials", PrivateInstance);
}
public override void OnInspectorGUI () {
component = (SkeletonRendererCustomMaterials)target;
var skeletonRenderer = component.skeletonRenderer;
// Draw the default inspector
DrawDefaultInspector();
if (serializedObject.isEditingMultipleObjects)
return;
if (componentCustomMaterialOverrides == null) {
Type cm = typeof(SkeletonRendererCustomMaterials);
componentCustomMaterialOverrides = cm.GetField("customMaterialOverrides", PrivateInstance).GetValue(component) as List<SkeletonRendererCustomMaterials.AtlasMaterialOverride>;
componentCustomSlotMaterials = cm.GetField("customSlotMaterials", PrivateInstance).GetValue(component) as List<SkeletonRendererCustomMaterials.SlotMaterialOverride>;
if (componentCustomMaterialOverrides == null) {
Debug.Log("Reflection failed.");
return;
}
}
// Fill with current values at start
if (_customMaterialOverridesPrev == null || _customSlotMaterialsPrev == null) {
_customMaterialOverridesPrev = CopyList(componentCustomMaterialOverrides);
_customSlotMaterialsPrev = CopyList(componentCustomSlotMaterials);
}
// Compare new values with saved. If change is detected:
// store new values, restore old values, remove overrides, restore new values, restore overrides.
// 1. Store new values
var customMaterialOverridesNew = CopyList(componentCustomMaterialOverrides);
var customSlotMaterialsNew = CopyList(componentCustomSlotMaterials);
// Detect changes
if (!_customMaterialOverridesPrev.SequenceEqual(customMaterialOverridesNew) ||
!_customSlotMaterialsPrev.SequenceEqual(customSlotMaterialsNew)) {
// 2. Restore old values
componentCustomMaterialOverrides.Clear();
componentCustomSlotMaterials.Clear();
componentCustomMaterialOverrides.AddRange(_customMaterialOverridesPrev);
componentCustomSlotMaterials.AddRange(_customSlotMaterialsPrev);
// 3. Remove overrides
RemoveCustomMaterials();
// 4. Restore new values
componentCustomMaterialOverrides.Clear();
componentCustomSlotMaterials.Clear();
componentCustomMaterialOverrides.AddRange(customMaterialOverridesNew);
componentCustomSlotMaterials.AddRange(customSlotMaterialsNew);
// 5. Restore overrides
SetCustomMaterials();
if (skeletonRenderer != null)
skeletonRenderer.LateUpdate();
}
_customMaterialOverridesPrev = CopyList(componentCustomMaterialOverrides);
_customSlotMaterialsPrev = CopyList(componentCustomSlotMaterials);
if (SpineInspectorUtility.LargeCenteredButton(SpineInspectorUtility.TempContent("Clear and Reapply Changes", tooltip: "Removes all non-serialized overrides in the SkeletonRenderer and reapplies the overrides on this component."))) {
if (skeletonRenderer != null) {
#if SPINE_OPTIONAL_MATERIALOVERRIDE
skeletonRenderer.CustomMaterialOverride.Clear();
#endif
skeletonRenderer.CustomSlotMaterials.Clear();
RemoveCustomMaterials();
SetCustomMaterials();
skeletonRenderer.LateUpdate();
}
}
}
void RemoveCustomMaterials () {
RemoveCustomMaterialOverrides.Invoke(component, null);
RemoveCustomSlotMaterials.Invoke(component, null);
}
void SetCustomMaterials () {
SetCustomMaterialOverrides.Invoke(component, null);
SetCustomSlotMaterials.Invoke(component, null);
}
static List<T> CopyList<T> (List<T> list) {
return list.GetRange(0, list.Count);
}
}
}

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executionOrder: 0
icon: {instanceID: 0}
userData:
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#else
#define NO_PREFAB_MESH
#endif
#if UNITY_2018_1_OR_NEWER
#define PER_MATERIAL_PROPERTY_BLOCKS
#endif
#if UNITY_2017_1_OR_NEWER
#define BUILT_IN_SPRITE_MASK_COMPONENT
#endif
using UnityEditor;
using System.Collections.Generic;
using UnityEngine;
using System.Reflection;
namespace Spine.Unity.Editor {
using Event = UnityEngine.Event;
using Icons = SpineEditorUtilities.Icons;
[CustomEditor(typeof(SkeletonRenderer))]
[CanEditMultipleObjects]
public class SkeletonRendererInspector : UnityEditor.Editor {
public static bool advancedFoldout;
const string SeparatorSlotNamesFieldName = "separatorSlotNames";
protected SerializedProperty skeletonDataAsset, initialSkinName;
protected SerializedProperty initialFlipX, initialFlipY;
protected SerializedProperty updateWhenInvisible, singleSubmesh, separatorSlotNames, clearStateOnDisable, immutableTriangles, fixDrawOrder;
protected SerializedProperty normals, tangents, zSpacing, pmaVertexColors, tintBlack; // MeshGenerator settings
protected SerializedProperty maskInteraction;
protected SerializedProperty maskMaterialsNone, maskMaterialsInside, maskMaterialsOutside;
protected SpineInspectorUtility.SerializedSortingProperties sortingProperties;
protected bool isInspectingPrefab;
protected bool forceReloadQueued = false;
protected bool setMaskNoneMaterialsQueued = false;
protected bool setInsideMaskMaterialsQueued = false;
protected bool setOutsideMaskMaterialsQueued = false;
protected bool deleteInsideMaskMaterialsQueued = false;
protected bool deleteOutsideMaskMaterialsQueued = false;
protected GUIContent SkeletonDataAssetLabel, SkeletonUtilityButtonContent;
protected GUIContent PMAVertexColorsLabel, ClearStateOnDisableLabel, ZSpacingLabel, ImmubleTrianglesLabel, TintBlackLabel, UpdateWhenInvisibleLabel, SingleSubmeshLabel, FixDrawOrderLabel;
protected GUIContent NormalsLabel, TangentsLabel, MaskInteractionLabel;
protected GUIContent MaskMaterialsHeadingLabel, MaskMaterialsNoneLabel, MaskMaterialsInsideLabel, MaskMaterialsOutsideLabel;
protected GUIContent SetMaterialButtonLabel, ClearMaterialButtonLabel, DeleteMaterialButtonLabel;
const string ReloadButtonString = "Reload";
static GUILayoutOption reloadButtonWidth;
static GUILayoutOption ReloadButtonWidth { get { return reloadButtonWidth = reloadButtonWidth ?? GUILayout.Width(GUI.skin.label.CalcSize(new GUIContent(ReloadButtonString)).x + 20); } }
static GUIStyle ReloadButtonStyle { get { return EditorStyles.miniButton; } }
protected bool TargetIsValid {
get {
if (serializedObject.isEditingMultipleObjects) {
foreach (var o in targets) {
var component = (SkeletonRenderer)o;
if (!component.valid)
return false;
}
return true;
} else {
var component = (SkeletonRenderer)target;
return component.valid;
}
}
}
protected virtual void OnEnable () {
#if NEW_PREFAB_SYSTEM
isInspectingPrefab = false;
#else
isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
#endif
SpineEditorUtilities.ConfirmInitialization();
// Labels
SkeletonDataAssetLabel = new GUIContent("SkeletonData Asset", Icons.spine);
SkeletonUtilityButtonContent = new GUIContent("Add Skeleton Utility", Icons.skeletonUtility);
ImmubleTrianglesLabel = new GUIContent("Immutable Triangles", "Enable to optimize rendering for skeletons that never change attachment visbility");
PMAVertexColorsLabel = new GUIContent("PMA Vertex Colors", "Use this if you are using the default Spine/Skeleton shader or any premultiply-alpha shader.");
ClearStateOnDisableLabel = new GUIContent("Clear State On Disable", "Use this if you are pooling or enabling/disabling your Spine GameObject.");
ZSpacingLabel = new GUIContent("Z Spacing", "A value other than 0 adds a space between each rendered attachment to prevent Z Fighting when using shaders that read or write to the depth buffer. Large values may cause unwanted parallax and spaces depending on camera setup.");
NormalsLabel = new GUIContent("Add Normals", "Use this if your shader requires vertex normals. A more efficient solution for 2D setups is to modify the shader to assume a single normal value for the whole mesh.");
TangentsLabel = new GUIContent("Solve Tangents", "Calculates the tangents per frame. Use this if you are using lit shaders (usually with normal maps) that require vertex tangents.");
TintBlackLabel = new GUIContent("Tint Black (!)", "Adds black tint vertex data to the mesh as UV2 and UV3. Black tinting requires that the shader interpret UV2 and UV3 as black tint colors for this effect to work. You may also use the default [Spine/Skeleton Tint Black] shader.\n\nIf you only need to tint the whole skeleton and not individual parts, the [Spine/Skeleton Tint] shader is recommended for better efficiency and changing/animating the _Black material property via MaterialPropertyBlock.");
SingleSubmeshLabel = new GUIContent("Use Single Submesh", "Simplifies submesh generation by assuming you are only using one Material and need only one submesh. This is will disable multiple materials, render separation, and custom slot materials.");
UpdateWhenInvisibleLabel = new GUIContent("Update When Invisible", "Update mode used when the MeshRenderer becomes invisible. Update mode is automatically reset to UpdateMode.FullUpdate when the mesh becomes visible again.");
FixDrawOrderLabel = new GUIContent("Fix Draw Order", "Applies only when 3+ submeshes are used (2+ materials with alternating order, e.g. \"A B A\"). If true, GPU instancing will be disabled at all materials and MaterialPropertyBlocks are assigned at each material to prevent aggressive batching of submeshes by e.g. the LWRP renderer, leading to incorrect draw order (e.g. \"A1 B A2\" changed to \"A1A2 B\"). You can disable this parameter when everything is drawn correctly to save the additional performance cost. Note: the GPU instancing setting will remain disabled at affected material assets after exiting play mode, you have to enable it manually if you accidentally enabled this parameter.");
MaskInteractionLabel = new GUIContent("Mask Interaction", "SkeletonRenderer's interaction with a Sprite Mask.");
MaskMaterialsHeadingLabel = new GUIContent("Mask Interaction Materials", "Materials used for different interaction with sprite masks.");
MaskMaterialsNoneLabel = new GUIContent("Normal Materials", "Normal materials used when Mask Interaction is set to None.");
MaskMaterialsInsideLabel = new GUIContent("Inside Mask", "Materials used when Mask Interaction is set to Inside Mask.");
MaskMaterialsOutsideLabel = new GUIContent("Outside Mask", "Materials used when Mask Interaction is set to Outside Mask.");
SetMaterialButtonLabel = new GUIContent("Set", "Prepares material references for switching to the corresponding Mask Interaction mode at runtime. Creates the required materials if they do not exist.");
ClearMaterialButtonLabel = new GUIContent("Clear", "Clears unused material references. Note: when switching to the corresponding Mask Interaction mode at runtime, a new material is generated on the fly.");
DeleteMaterialButtonLabel = new GUIContent("Delete", "Clears unused material references and deletes the corresponding assets. Note: when switching to the corresponding Mask Interaction mode at runtime, a new material is generated on the fly.");
var so = this.serializedObject;
skeletonDataAsset = so.FindProperty("skeletonDataAsset");
initialSkinName = so.FindProperty("initialSkinName");
initialFlipX = so.FindProperty("initialFlipX");
initialFlipY = so.FindProperty("initialFlipY");
normals = so.FindProperty("addNormals");
tangents = so.FindProperty("calculateTangents");
immutableTriangles = so.FindProperty("immutableTriangles");
pmaVertexColors = so.FindProperty("pmaVertexColors");
clearStateOnDisable = so.FindProperty("clearStateOnDisable");
tintBlack = so.FindProperty("tintBlack");
updateWhenInvisible = so.FindProperty("updateWhenInvisible");
singleSubmesh = so.FindProperty("singleSubmesh");
fixDrawOrder = so.FindProperty("fixDrawOrder");
maskInteraction = so.FindProperty("maskInteraction");
maskMaterialsNone = so.FindProperty("maskMaterials.materialsMaskDisabled");
maskMaterialsInside = so.FindProperty("maskMaterials.materialsInsideMask");
maskMaterialsOutside = so.FindProperty("maskMaterials.materialsOutsideMask");
separatorSlotNames = so.FindProperty("separatorSlotNames");
separatorSlotNames.isExpanded = true;
zSpacing = so.FindProperty("zSpacing");
SerializedObject renderersSerializedObject = SpineInspectorUtility.GetRenderersSerializedObject(serializedObject); // Allows proper multi-edit behavior.
sortingProperties = new SpineInspectorUtility.SerializedSortingProperties(renderersSerializedObject);
}
public void OnSceneGUI () {
var skeletonRenderer = (SkeletonRenderer)target;
var skeleton = skeletonRenderer.Skeleton;
var transform = skeletonRenderer.transform;
if (skeleton == null) return;
SpineHandles.DrawBones(transform, skeleton);
}
override public void OnInspectorGUI () {
bool multi = serializedObject.isEditingMultipleObjects;
DrawInspectorGUI(multi);
HandleSkinChange();
if (serializedObject.ApplyModifiedProperties() || SpineInspectorUtility.UndoRedoPerformed(Event.current) ||
AreAnyMaskMaterialsMissing()) {
if (!Application.isPlaying) {
foreach (var o in targets)
SpineEditorUtilities.ReinitializeComponent((SkeletonRenderer)o);
SceneView.RepaintAll();
}
}
}
protected virtual void DrawInspectorGUI (bool multi) {
// Initialize.
if (Event.current.type == EventType.Layout) {
if (forceReloadQueued) {
forceReloadQueued = false;
foreach (var c in targets) {
SpineEditorUtilities.ReloadSkeletonDataAssetAndComponent(c as SkeletonRenderer);
}
} else {
foreach (var c in targets) {
var component = c as SkeletonRenderer;
if (!component.valid) {
SpineEditorUtilities.ReinitializeComponent(component);
if (!component.valid) continue;
}
}
}
#if BUILT_IN_SPRITE_MASK_COMPONENT
if (setMaskNoneMaterialsQueued) {
setMaskNoneMaterialsQueued = false;
foreach (var c in targets)
EditorSetMaskMaterials(c as SkeletonRenderer, SpriteMaskInteraction.None);
}
if (setInsideMaskMaterialsQueued) {
setInsideMaskMaterialsQueued = false;
foreach (var c in targets)
EditorSetMaskMaterials(c as SkeletonRenderer, SpriteMaskInteraction.VisibleInsideMask);
}
if (setOutsideMaskMaterialsQueued) {
setOutsideMaskMaterialsQueued = false;
foreach (var c in targets)
EditorSetMaskMaterials(c as SkeletonRenderer, SpriteMaskInteraction.VisibleOutsideMask);
}
if (deleteInsideMaskMaterialsQueued) {
deleteInsideMaskMaterialsQueued = false;
foreach (var c in targets)
EditorDeleteMaskMaterials(c as SkeletonRenderer, SpriteMaskInteraction.VisibleInsideMask);
}
if (deleteOutsideMaskMaterialsQueued) {
deleteOutsideMaskMaterialsQueued = false;
foreach (var c in targets)
EditorDeleteMaskMaterials(c as SkeletonRenderer, SpriteMaskInteraction.VisibleOutsideMask);
}
#endif
#if NO_PREFAB_MESH
if (isInspectingPrefab) {
foreach (var c in targets) {
var component = (SkeletonRenderer)c;
MeshFilter meshFilter = component.GetComponent<MeshFilter>();
if (meshFilter != null && meshFilter.sharedMesh != null)
meshFilter.sharedMesh = null;
}
}
#endif
}
bool valid = TargetIsValid;
// Fields.
if (multi) {
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox)) {
SpineInspectorUtility.PropertyFieldFitLabel(skeletonDataAsset, SkeletonDataAssetLabel);
if (GUILayout.Button(ReloadButtonString, ReloadButtonStyle, ReloadButtonWidth))
forceReloadQueued = true;
}
if (valid) EditorGUILayout.PropertyField(initialSkinName, SpineInspectorUtility.TempContent("Initial Skin"));
} else {
var component = (SkeletonRenderer)target;
using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox)) {
SpineInspectorUtility.PropertyFieldFitLabel(skeletonDataAsset, SkeletonDataAssetLabel);
if (component.valid) {
if (GUILayout.Button(ReloadButtonString, ReloadButtonStyle, ReloadButtonWidth))
forceReloadQueued = true;
}
}
if (component.skeletonDataAsset == null) {
EditorGUILayout.HelpBox("Skeleton Data Asset required", MessageType.Warning);
return;
}
if (!SpineEditorUtilities.SkeletonDataAssetIsValid(component.skeletonDataAsset)) {
EditorGUILayout.HelpBox("Skeleton Data Asset error. Please check Skeleton Data Asset.", MessageType.Error);
return;
}
if (valid)
EditorGUILayout.PropertyField(initialSkinName, SpineInspectorUtility.TempContent("Initial Skin"));
}
EditorGUILayout.Space();
// Sorting Layers
SpineInspectorUtility.SortingPropertyFields(sortingProperties, applyModifiedProperties: true);
if (maskInteraction != null) EditorGUILayout.PropertyField(maskInteraction, MaskInteractionLabel);
if (!valid)
return;
string errorMessage = null;
if (SpineEditorUtilities.Preferences.componentMaterialWarning &&
MaterialChecks.IsMaterialSetupProblematic((SkeletonRenderer)this.target, ref errorMessage)) {
EditorGUILayout.HelpBox(errorMessage, MessageType.Error, true);
}
// More Render Options...
using (new SpineInspectorUtility.BoxScope()) {
EditorGUI.BeginChangeCheck();
EditorGUILayout.BeginHorizontal(GUILayout.Height(EditorGUIUtility.singleLineHeight + 5));
advancedFoldout = EditorGUILayout.Foldout(advancedFoldout, "Advanced");
if (advancedFoldout) {
EditorGUILayout.Space();
if (GUILayout.Button("Debug", EditorStyles.miniButton, GUILayout.Width(65f)))
SkeletonDebugWindow.Init();
} else {
EditorGUILayout.Space();
}
EditorGUILayout.EndHorizontal();
if (advancedFoldout) {
using (new SpineInspectorUtility.IndentScope()) {
using (new EditorGUILayout.HorizontalScope()) {
SpineInspectorUtility.ToggleLeftLayout(initialFlipX);
SpineInspectorUtility.ToggleLeftLayout(initialFlipY);
EditorGUILayout.Space();
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Renderer Settings", EditorStyles.boldLabel);
using (new SpineInspectorUtility.LabelWidthScope()) {
// Optimization options
if (updateWhenInvisible != null) EditorGUILayout.PropertyField(updateWhenInvisible, UpdateWhenInvisibleLabel);
if (singleSubmesh != null) EditorGUILayout.PropertyField(singleSubmesh, SingleSubmeshLabel);
#if PER_MATERIAL_PROPERTY_BLOCKS
if (fixDrawOrder != null) EditorGUILayout.PropertyField(fixDrawOrder, FixDrawOrderLabel);
#endif
if (immutableTriangles != null) EditorGUILayout.PropertyField(immutableTriangles, ImmubleTrianglesLabel);
EditorGUILayout.PropertyField(clearStateOnDisable, ClearStateOnDisableLabel);
EditorGUILayout.Space();
}
SeparatorsField(separatorSlotNames);
EditorGUILayout.Space();
// Render options
const float MinZSpacing = -0.1f;
const float MaxZSpacing = 0f;
EditorGUILayout.Slider(zSpacing, MinZSpacing, MaxZSpacing, ZSpacingLabel);
EditorGUILayout.Space();
using (new SpineInspectorUtility.LabelWidthScope()) {
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Vertex Data", SpineInspectorUtility.UnityIcon<MeshFilter>()), EditorStyles.boldLabel);
if (pmaVertexColors != null) EditorGUILayout.PropertyField(pmaVertexColors, PMAVertexColorsLabel);
EditorGUILayout.PropertyField(tintBlack, TintBlackLabel);
// Optional fields. May be disabled in SkeletonRenderer.
if (normals != null) EditorGUILayout.PropertyField(normals, NormalsLabel);
if (tangents != null) EditorGUILayout.PropertyField(tangents, TangentsLabel);
}
#if BUILT_IN_SPRITE_MASK_COMPONENT
EditorGUILayout.Space();
if (maskMaterialsNone.arraySize > 0 || maskMaterialsInside.arraySize > 0 || maskMaterialsOutside.arraySize > 0) {
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Mask Interaction Materials", SpineInspectorUtility.UnityIcon<SpriteMask>()), EditorStyles.boldLabel);
bool differentMaskModesSelected = maskInteraction.hasMultipleDifferentValues;
int activeMaskInteractionValue = differentMaskModesSelected ? -1 : maskInteraction.intValue;
bool ignoredParam = true;
MaskMaterialsEditingField(ref setMaskNoneMaterialsQueued, ref ignoredParam, maskMaterialsNone, MaskMaterialsNoneLabel,
differentMaskModesSelected, allowDelete : false, isActiveMaterial : activeMaskInteractionValue == (int)SpriteMaskInteraction.None);
MaskMaterialsEditingField(ref setInsideMaskMaterialsQueued, ref deleteInsideMaskMaterialsQueued, maskMaterialsInside, MaskMaterialsInsideLabel,
differentMaskModesSelected, allowDelete: true, isActiveMaterial: activeMaskInteractionValue == (int)SpriteMaskInteraction.VisibleInsideMask);
MaskMaterialsEditingField(ref setOutsideMaskMaterialsQueued, ref deleteOutsideMaskMaterialsQueued, maskMaterialsOutside, MaskMaterialsOutsideLabel,
differentMaskModesSelected, allowDelete : true, isActiveMaterial: activeMaskInteractionValue == (int)SpriteMaskInteraction.VisibleOutsideMask);
}
#endif
EditorGUILayout.Space();
if (valid && !isInspectingPrefab) {
if (multi) {
// Support multi-edit SkeletonUtility button.
// EditorGUILayout.Space();
// bool addSkeletonUtility = GUILayout.Button(buttonContent, GUILayout.Height(30));
// foreach (var t in targets) {
// var component = t as Component;
// if (addSkeletonUtility && component.GetComponent<SkeletonUtility>() == null)
// component.gameObject.AddComponent<SkeletonUtility>();
// }
} else {
var component = (Component)target;
if (component.GetComponent<SkeletonUtility>() == null) {
if (SpineInspectorUtility.CenteredButton(SkeletonUtilityButtonContent, 21, true, 200f))
component.gameObject.AddComponent<SkeletonUtility>();
}
}
}
EditorGUILayout.Space();
}
}
if (EditorGUI.EndChangeCheck())
SceneView.RepaintAll();
}
}
protected void SkeletonRootMotionParameter() {
SkeletonRootMotionParameter(targets);
}
public static void SkeletonRootMotionParameter(Object[] targets) {
int rootMotionComponentCount = 0;
foreach (var t in targets) {
var component = t as Component;
if (component.GetComponent<SkeletonRootMotion>() != null) {
++rootMotionComponentCount;
}
}
bool allHaveRootMotion = rootMotionComponentCount == targets.Length;
bool anyHaveRootMotion = rootMotionComponentCount > 0;
using (new GUILayout.HorizontalScope()) {
EditorGUILayout.PrefixLabel("Root Motion");
if (!allHaveRootMotion) {
if (GUILayout.Button(SpineInspectorUtility.TempContent("Add Component", Icons.constraintTransform), GUILayout.MaxWidth(130), GUILayout.Height(18))) {
foreach (var t in targets) {
var component = t as Component;
if (component.GetComponent<SkeletonRootMotion>() == null) {
component.gameObject.AddComponent<SkeletonRootMotion>();
}
}
}
}
if (anyHaveRootMotion) {
if (GUILayout.Button(SpineInspectorUtility.TempContent("Remove Component", Icons.constraintTransform), GUILayout.MaxWidth(140), GUILayout.Height(18))) {
foreach (var t in targets) {
var component = t as Component;
var rootMotionComponent = component.GetComponent<SkeletonRootMotion>();
if (rootMotionComponent != null) {
DestroyImmediate(rootMotionComponent);
}
}
}
}
}
}
public static void SetSeparatorSlotNames (SkeletonRenderer skeletonRenderer, string[] newSlotNames) {
var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
field.SetValue(skeletonRenderer, newSlotNames);
}
public static string[] GetSeparatorSlotNames (SkeletonRenderer skeletonRenderer) {
var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
return field.GetValue(skeletonRenderer) as string[];
}
public static void SeparatorsField (SerializedProperty separatorSlotNames) {
bool multi = separatorSlotNames.serializedObject.isEditingMultipleObjects;
bool hasTerminalSlot = false;
if (!multi) {
var sr = separatorSlotNames.serializedObject.targetObject as ISkeletonComponent;
var skeleton = sr.Skeleton;
int lastSlot = skeleton.Slots.Count - 1;
if (skeleton != null) {
for (int i = 0, n = separatorSlotNames.arraySize; i < n; i++) {
int index = skeleton.FindSlotIndex(separatorSlotNames.GetArrayElementAtIndex(i).stringValue);
if (index == 0 || index == lastSlot) {
hasTerminalSlot = true;
break;
}
}
}
}
string terminalSlotWarning = hasTerminalSlot ? " (!)" : "";
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
const string SeparatorsDescription = "Stored names of slots where the Skeleton's render will be split into different batches. This is used by separate components that split the render into different MeshRenderers or GameObjects.";
if (separatorSlotNames.isExpanded) {
EditorGUILayout.PropertyField(separatorSlotNames, SpineInspectorUtility.TempContent(separatorSlotNames.displayName + terminalSlotWarning, Icons.slotRoot, SeparatorsDescription), true);
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("+", GUILayout.MaxWidth(28f), GUILayout.MaxHeight(15f))) {
separatorSlotNames.arraySize++;
}
GUILayout.EndHorizontal();
EditorGUILayout.Space();
} else
EditorGUILayout.PropertyField(separatorSlotNames, new GUIContent(separatorSlotNames.displayName + string.Format("{0} [{1}]", terminalSlotWarning, separatorSlotNames.arraySize), SeparatorsDescription), true);
}
}
public void MaskMaterialsEditingField(ref bool wasSetRequested, ref bool wasDeleteRequested,
SerializedProperty maskMaterials, GUIContent label,
bool differentMaskModesSelected, bool allowDelete, bool isActiveMaterial) {
using (new EditorGUILayout.HorizontalScope()) {
EditorGUILayout.LabelField(label, isActiveMaterial ? EditorStyles.boldLabel : EditorStyles.label, GUILayout.MinWidth(80f), GUILayout.MaxWidth(140));
EditorGUILayout.LabelField(maskMaterials.hasMultipleDifferentValues ? "-" : maskMaterials.arraySize.ToString(), EditorStyles.miniLabel, GUILayout.Width(42f));
bool enableSetButton = differentMaskModesSelected || maskMaterials.arraySize == 0;
bool enableClearButtons = differentMaskModesSelected || (maskMaterials.arraySize != 0 && !isActiveMaterial);
EditorGUI.BeginDisabledGroup(!enableSetButton);
if (GUILayout.Button(SetMaterialButtonLabel, EditorStyles.miniButtonLeft, GUILayout.Width(46f))) {
wasSetRequested = true;
}
EditorGUI.EndDisabledGroup();
EditorGUI.BeginDisabledGroup(!enableClearButtons);
{
if (GUILayout.Button(ClearMaterialButtonLabel, allowDelete ? EditorStyles.miniButtonMid : EditorStyles.miniButtonRight, GUILayout.Width(46f))) {
maskMaterials.ClearArray();
}
else if (allowDelete && GUILayout.Button(DeleteMaterialButtonLabel, EditorStyles.miniButtonRight, GUILayout.Width(46f))) {
wasDeleteRequested = true;
}
if (!allowDelete)
GUILayout.Space(46f);
}
EditorGUI.EndDisabledGroup();
}
}
void HandleSkinChange() {
if (!Application.isPlaying && Event.current.type == EventType.Layout && !initialSkinName.hasMultipleDifferentValues) {
bool mismatchDetected = false;
string newSkinName = initialSkinName.stringValue;
foreach (var o in targets) {
mismatchDetected |= UpdateIfSkinMismatch((SkeletonRenderer)o, newSkinName);
}
if (mismatchDetected) {
mismatchDetected = false;
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
}
}
}
static bool UpdateIfSkinMismatch (SkeletonRenderer skeletonRenderer, string componentSkinName) {
if (!skeletonRenderer.valid || skeletonRenderer.EditorSkipSkinSync) return false;
var skin = skeletonRenderer.Skeleton.Skin;
string skeletonSkinName = skin != null ? skin.Name : null;
bool defaultCase = skin == null && string.IsNullOrEmpty(componentSkinName);
bool fieldMatchesSkin = defaultCase || string.Equals(componentSkinName, skeletonSkinName, System.StringComparison.Ordinal);
if (!fieldMatchesSkin) {
Skin skinToSet = string.IsNullOrEmpty(componentSkinName) ? null : skeletonRenderer.Skeleton.Data.FindSkin(componentSkinName);
skeletonRenderer.Skeleton.SetSkin(skinToSet);
skeletonRenderer.Skeleton.SetSlotsToSetupPose();
// Note: the UpdateIfSkinMismatch concept shall be replaced with e.g. an OnValidate based
// solution or in a separate commit. The current solution does not repaint the Game view because
// it is first applying values and in the next editor pass is calling this skin-changing method.
if (skeletonRenderer is SkeletonAnimation)
((SkeletonAnimation) skeletonRenderer).Update(0f);
else if (skeletonRenderer is SkeletonMecanim)
((SkeletonMecanim) skeletonRenderer).Update();
skeletonRenderer.LateUpdate();
return true;
}
return false;
}
bool AreAnyMaskMaterialsMissing() {
#if BUILT_IN_SPRITE_MASK_COMPONENT
foreach (var o in targets) {
var component = (SkeletonRenderer)o;
if (!component.valid)
continue;
if (SpineMaskUtilities.AreMaskMaterialsMissing(component))
return true;
}
#endif
return false;
}
#if BUILT_IN_SPRITE_MASK_COMPONENT
static void EditorSetMaskMaterials(SkeletonRenderer component, SpriteMaskInteraction maskType)
{
if (component == null) return;
if (!SpineEditorUtilities.SkeletonDataAssetIsValid(component.SkeletonDataAsset)) return;
SpineMaskUtilities.EditorInitMaskMaterials(component, component.maskMaterials, maskType);
}
static void EditorDeleteMaskMaterials(SkeletonRenderer component, SpriteMaskInteraction maskType) {
if (component == null) return;
if (!SpineEditorUtilities.SkeletonDataAssetIsValid(component.SkeletonDataAsset)) return;
SpineMaskUtilities.EditorDeleteMaskMaterials(component.maskMaterials, maskType);
}
#endif
}
}

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fileFormatVersion: 2
guid: d0fc5db9788bce4418ad3252d43faa8a
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,113 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEditor;
using UnityEngine;
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonRootMotionBase))]
[CanEditMultipleObjects]
public class SkeletonRootMotionBaseInspector : UnityEditor.Editor {
protected SerializedProperty rootMotionBoneName;
protected SerializedProperty transformPositionX;
protected SerializedProperty transformPositionY;
protected SerializedProperty rootMotionScaleX;
protected SerializedProperty rootMotionScaleY;
protected SerializedProperty rootMotionTranslateXPerY;
protected SerializedProperty rootMotionTranslateYPerX;
protected SerializedProperty rigidBody2D;
protected SerializedProperty rigidBody;
protected GUIContent rootMotionBoneNameLabel;
protected GUIContent transformPositionXLabel;
protected GUIContent transformPositionYLabel;
protected GUIContent rootMotionScaleXLabel;
protected GUIContent rootMotionScaleYLabel;
protected GUIContent rootMotionTranslateXPerYLabel;
protected GUIContent rootMotionTranslateYPerXLabel;
protected GUIContent rigidBody2DLabel;
protected GUIContent rigidBodyLabel;
protected virtual void OnEnable () {
rootMotionBoneName = serializedObject.FindProperty("rootMotionBoneName");
transformPositionX = serializedObject.FindProperty("transformPositionX");
transformPositionY = serializedObject.FindProperty("transformPositionY");
rootMotionScaleX = serializedObject.FindProperty("rootMotionScaleX");
rootMotionScaleY = serializedObject.FindProperty("rootMotionScaleY");
rootMotionTranslateXPerY = serializedObject.FindProperty("rootMotionTranslateXPerY");
rootMotionTranslateYPerX = serializedObject.FindProperty("rootMotionTranslateYPerX");
rigidBody2D = serializedObject.FindProperty("rigidBody2D");
rigidBody = serializedObject.FindProperty("rigidBody");
rootMotionBoneNameLabel = new UnityEngine.GUIContent("Root Motion Bone", "The bone to take the motion from.");
transformPositionXLabel = new UnityEngine.GUIContent("X", "Root transform position (X)");
transformPositionYLabel = new UnityEngine.GUIContent("Y", "Use the Y-movement of the bone.");
rootMotionScaleXLabel = new UnityEngine.GUIContent("Root Motion Scale (X)", "Scale applied to the horizontal root motion delta. Can be used for delta compensation to e.g. stretch a jump to the desired distance.");
rootMotionScaleYLabel = new UnityEngine.GUIContent("Root Motion Scale (Y)", "Scale applied to the vertical root motion delta. Can be used for delta compensation to e.g. stretch a jump to the desired distance.");
rootMotionTranslateXPerYLabel = new UnityEngine.GUIContent("Root Motion Translate (X)", "Added X translation per root motion Y delta. Can be used for delta compensation when scaling is not enough, to e.g. offset a horizontal jump to a vertically different goal.");
rootMotionTranslateYPerXLabel = new UnityEngine.GUIContent("Root Motion Translate (Y)", "Added Y translation per root motion X delta. Can be used for delta compensation when scaling is not enough, to e.g. offset a horizontal jump to a vertically different goal.");
rigidBody2DLabel = new UnityEngine.GUIContent("Rigidbody2D",
"Optional Rigidbody2D: Assign a Rigidbody2D here if you want " +
" to apply the root motion to the rigidbody instead of the Transform." +
"\n\n" +
"Note that animation and physics updates are not always in sync." +
"Some jitter may result at certain framerates.");
rigidBodyLabel = new UnityEngine.GUIContent("Rigidbody",
"Optional Rigidbody: Assign a Rigidbody here if you want " +
" to apply the root motion to the rigidbody instead of the Transform." +
"\n\n" +
"Note that animation and physics updates are not always in sync." +
"Some jitter may result at certain framerates.");
}
public override void OnInspectorGUI () {
MainPropertyFields();
OptionalPropertyFields();
serializedObject.ApplyModifiedProperties();
}
protected virtual void MainPropertyFields () {
EditorGUILayout.PropertyField(rootMotionBoneName, rootMotionBoneNameLabel);
EditorGUILayout.PropertyField(transformPositionX, transformPositionXLabel);
EditorGUILayout.PropertyField(transformPositionY, transformPositionYLabel);
EditorGUILayout.PropertyField(rootMotionScaleX, rootMotionScaleXLabel);
EditorGUILayout.PropertyField(rootMotionScaleY, rootMotionScaleYLabel);
EditorGUILayout.PropertyField(rootMotionTranslateXPerY, rootMotionTranslateXPerYLabel);
EditorGUILayout.PropertyField(rootMotionTranslateYPerX, rootMotionTranslateYPerXLabel);
}
protected virtual void OptionalPropertyFields () {
EditorGUILayout.PropertyField(rigidBody2D, rigidBody2DLabel);
EditorGUILayout.PropertyField(rigidBody, rigidBodyLabel);
}
}
}

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fileFormatVersion: 2
guid: f2cba83baf6afdf44a996e40017c6325
timeCreated: 1593175106
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,79 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEditor;
using UnityEngine;
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonRootMotion))]
[CanEditMultipleObjects]
public class SkeletonRootMotionInspector : SkeletonRootMotionBaseInspector {
protected SerializedProperty animationTrackFlags;
protected GUIContent animationTrackFlagsLabel;
string[] TrackNames;
protected override void OnEnable () {
base.OnEnable();
animationTrackFlags = serializedObject.FindProperty("animationTrackFlags");
animationTrackFlagsLabel = new UnityEngine.GUIContent("Animation Tracks",
"Animation tracks to apply root motion at. Defaults to the first" +
" animation track (index 0).");
}
override public void OnInspectorGUI () {
base.MainPropertyFields();
AnimationTracksPropertyField();
base.OptionalPropertyFields();
serializedObject.ApplyModifiedProperties();
}
protected void AnimationTracksPropertyField () {
if (TrackNames == null) {
InitTrackNames();
}
animationTrackFlags.intValue = EditorGUILayout.MaskField(
animationTrackFlagsLabel, animationTrackFlags.intValue, TrackNames);
}
protected void InitTrackNames () {
int numEntries = 32;
TrackNames = new string[numEntries];
for (int i = 0; i < numEntries; ++i) {
TrackNames[i] = string.Format("Track {0}", i);
}
}
}
}

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: e4836100aed984c4a9af11d39c63cb6b
timeCreated: 1593183609
licenseType: Pro
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,541 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
#if UNITY_2019_2_OR_NEWER
#define HINGE_JOINT_NEW_BEHAVIOUR
#endif
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using Spine;
namespace Spine.Unity.Editor {
using Icons = SpineEditorUtilities.Icons;
[CustomEditor(typeof(SkeletonUtilityBone)), CanEditMultipleObjects]
public class SkeletonUtilityBoneInspector : UnityEditor.Editor {
SerializedProperty mode, boneName, zPosition, position, rotation, scale, overrideAlpha, hierarchy, parentReference;
GUIContent hierarchyLabel;
//multi selected flags
bool containsFollows, containsOverrides, multiObject;
//single selected helpers
SkeletonUtilityBone utilityBone;
SkeletonUtility skeletonUtility;
bool canCreateHingeChain = false;
Dictionary<Slot, List<BoundingBoxAttachment>> boundingBoxTable = new Dictionary<Slot, List<BoundingBoxAttachment>>();
void OnEnable () {
mode = this.serializedObject.FindProperty("mode");
boneName = this.serializedObject.FindProperty("boneName");
zPosition = this.serializedObject.FindProperty("zPosition");
position = this.serializedObject.FindProperty("position");
rotation = this.serializedObject.FindProperty("rotation");
scale = this.serializedObject.FindProperty("scale");
overrideAlpha = this.serializedObject.FindProperty("overrideAlpha");
hierarchy = this.serializedObject.FindProperty("hierarchy");
hierarchyLabel = new GUIContent("Skeleton Utility Parent");
parentReference = this.serializedObject.FindProperty("parentReference");
utilityBone = (SkeletonUtilityBone)target;
skeletonUtility = utilityBone.hierarchy;
EvaluateFlags();
if (!utilityBone.valid && skeletonUtility != null) {
if (skeletonUtility.skeletonRenderer != null)
skeletonUtility.skeletonRenderer.Initialize(false);
if (skeletonUtility.skeletonGraphic != null)
skeletonUtility.skeletonGraphic.Initialize(false);
}
canCreateHingeChain = CanCreateHingeChain();
boundingBoxTable.Clear();
if (multiObject) return;
if (utilityBone.bone == null) return;
var skeleton = utilityBone.bone.Skeleton;
int slotCount = skeleton.Slots.Count;
Skin skin = skeleton.Skin;
if (skeleton.Skin == null)
skin = skeleton.Data.DefaultSkin;
for(int i = 0; i < slotCount; i++){
Slot slot = skeletonUtility.Skeleton.Slots.Items[i];
if (slot.Bone == utilityBone.bone) {
var slotAttachments = new List<Skin.SkinEntry>();
int slotIndex = skeleton.FindSlotIndex(slot.Data.Name);
skin.GetAttachments(slotIndex, slotAttachments);
var boundingBoxes = new List<BoundingBoxAttachment>();
foreach (var att in slotAttachments) {
var boundingBoxAttachment = att.Attachment as BoundingBoxAttachment;
if (boundingBoxAttachment != null)
boundingBoxes.Add(boundingBoxAttachment);
}
if (boundingBoxes.Count > 0)
boundingBoxTable.Add(slot, boundingBoxes);
}
}
}
void EvaluateFlags () {
if (Selection.objects.Length == 1) {
containsFollows = utilityBone.mode == SkeletonUtilityBone.Mode.Follow;
containsOverrides = utilityBone.mode == SkeletonUtilityBone.Mode.Override;
} else {
int boneCount = 0;
foreach (Object o in Selection.objects) {
var go = o as GameObject;
if (go != null) {
SkeletonUtilityBone sub = go.GetComponent<SkeletonUtilityBone>();
if (sub != null) {
boneCount++;
containsFollows |= (sub.mode == SkeletonUtilityBone.Mode.Follow);
containsOverrides |= (sub.mode == SkeletonUtilityBone.Mode.Override);
}
}
}
multiObject |= (boneCount > 1);
}
}
public override void OnInspectorGUI () {
serializedObject.Update();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(mode);
if (EditorGUI.EndChangeCheck()) {
containsOverrides = mode.enumValueIndex == 1;
containsFollows = mode.enumValueIndex == 0;
}
using (new EditorGUI.DisabledGroupScope(multiObject)) {
string str = boneName.stringValue;
if (str == "")
str = "<None>";
if (multiObject)
str = "<Multiple>";
using (new GUILayout.HorizontalScope()) {
EditorGUILayout.PrefixLabel("Bone");
if (GUILayout.Button(str, EditorStyles.popup)) {
BoneSelectorContextMenu(str, ((SkeletonUtilityBone)target).hierarchy.Skeleton.Bones, "<None>", TargetBoneSelected);
}
}
}
EditorGUILayout.PropertyField(zPosition);
EditorGUILayout.PropertyField(position);
EditorGUILayout.PropertyField(rotation);
EditorGUILayout.PropertyField(scale);
using (new EditorGUI.DisabledGroupScope(containsFollows)) {
EditorGUILayout.PropertyField(overrideAlpha);
EditorGUILayout.PropertyField(parentReference);
EditorGUILayout.PropertyField(hierarchy, hierarchyLabel);
}
EditorGUILayout.Space();
using (new GUILayout.HorizontalScope()) {
EditorGUILayout.Space();
using (new EditorGUI.DisabledGroupScope(multiObject || !utilityBone.valid || utilityBone.bone == null || utilityBone.bone.Children.Count == 0)) {
if (GUILayout.Button(SpineInspectorUtility.TempContent("Add Child Bone", Icons.bone), GUILayout.MinWidth(120), GUILayout.Height(24)))
BoneSelectorContextMenu("", utilityBone.bone.Children, "<Recursively>", SpawnChildBoneSelected);
}
using (new EditorGUI.DisabledGroupScope(multiObject || !utilityBone.valid || utilityBone.bone == null || containsOverrides)) {
if (GUILayout.Button(SpineInspectorUtility.TempContent("Add Override", Icons.poseBones), GUILayout.MinWidth(120), GUILayout.Height(24)))
SpawnOverride();
}
EditorGUILayout.Space();
}
EditorGUILayout.Space();
using (new GUILayout.HorizontalScope()) {
EditorGUILayout.Space();
using (new EditorGUI.DisabledGroupScope(multiObject || !utilityBone.valid || !canCreateHingeChain)) {
if (GUILayout.Button(SpineInspectorUtility.TempContent("Create 3D Hinge Chain", Icons.hingeChain), GUILayout.MinWidth(120), GUILayout.Height(24)))
CreateHingeChain();
if (GUILayout.Button(SpineInspectorUtility.TempContent("Create 2D Hinge Chain", Icons.hingeChain), GUILayout.MinWidth(120), GUILayout.Height(24)))
CreateHingeChain2D();
}
EditorGUILayout.Space();
}
using (new EditorGUI.DisabledGroupScope(multiObject || boundingBoxTable.Count == 0)) {
EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Bounding Boxes", Icons.boundingBox), EditorStyles.boldLabel);
foreach (var entry in boundingBoxTable){
Slot slot = entry.Key;
var boundingBoxes = entry.Value;
EditorGUI.indentLevel++;
EditorGUILayout.LabelField(slot.Data.Name);
EditorGUI.indentLevel++;
{
foreach (var box in boundingBoxes) {
using (new GUILayout.HorizontalScope()) {
GUILayout.Space(30);
string buttonLabel = box.IsWeighted() ? box.Name + " (!)" : box.Name;
if (GUILayout.Button(buttonLabel, GUILayout.Width(200))) {
utilityBone.bone.Skeleton.UpdateWorldTransform();
var bbTransform = utilityBone.transform.Find("[BoundingBox]" + box.Name); // Use FindChild in older versions of Unity.
if (bbTransform != null) {
var originalCollider = bbTransform.GetComponent<PolygonCollider2D>();
if (originalCollider != null)
SkeletonUtility.SetColliderPointsLocal(originalCollider, slot, box);
else
SkeletonUtility.AddBoundingBoxAsComponent(box, slot, bbTransform.gameObject);
} else {
var newPolygonCollider = SkeletonUtility.AddBoundingBoxGameObject(null, box, slot, utilityBone.transform);
bbTransform = newPolygonCollider.transform;
}
EditorGUIUtility.PingObject(bbTransform);
}
}
}
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}
}
BoneFollowerInspector.RecommendRigidbodyButton(utilityBone);
serializedObject.ApplyModifiedProperties();
}
static void BoneSelectorContextMenu (string current, ExposedList<Bone> bones, string topValue, GenericMenu.MenuFunction2 callback) {
var menu = new GenericMenu();
if (topValue != "")
menu.AddItem(new GUIContent(topValue), current == topValue, callback, null);
for (int i = 0; i < bones.Count; i++)
menu.AddItem(new GUIContent(bones.Items[i].Data.Name), bones.Items[i].Data.Name == current, callback, bones.Items[i]);
menu.ShowAsContext();
}
void TargetBoneSelected (object obj) {
if (obj == null) {
boneName.stringValue = "";
serializedObject.ApplyModifiedProperties();
} else {
var bone = (Bone)obj;
boneName.stringValue = bone.Data.Name;
serializedObject.ApplyModifiedProperties();
utilityBone.Reset();
}
}
void SpawnChildBoneSelected (object obj) {
if (obj == null) {
// Add recursively
foreach (var bone in utilityBone.bone.Children) {
GameObject go = skeletonUtility.SpawnBoneRecursively(bone, utilityBone.transform, utilityBone.mode, utilityBone.position, utilityBone.rotation, utilityBone.scale);
SkeletonUtilityBone[] newUtilityBones = go.GetComponentsInChildren<SkeletonUtilityBone>();
foreach (SkeletonUtilityBone utilBone in newUtilityBones)
SkeletonUtilityInspector.AttachIcon(utilBone);
}
} else {
var bone = (Bone)obj;
GameObject go = skeletonUtility.SpawnBone(bone, utilityBone.transform, utilityBone.mode, utilityBone.position, utilityBone.rotation, utilityBone.scale);
SkeletonUtilityInspector.AttachIcon(go.GetComponent<SkeletonUtilityBone>());
Selection.activeGameObject = go;
EditorGUIUtility.PingObject(go);
}
}
void SpawnOverride () {
GameObject go = skeletonUtility.SpawnBone(utilityBone.bone, utilityBone.transform.parent, SkeletonUtilityBone.Mode.Override, utilityBone.position, utilityBone.rotation, utilityBone.scale);
go.name = go.name + " [Override]";
SkeletonUtilityInspector.AttachIcon(go.GetComponent<SkeletonUtilityBone>());
Selection.activeGameObject = go;
EditorGUIUtility.PingObject(go);
}
bool CanCreateHingeChain () {
if (utilityBone == null)
return false;
if (utilityBone.GetComponent<Rigidbody>() != null || utilityBone.GetComponent<Rigidbody2D>() != null)
return false;
if (utilityBone.bone != null && utilityBone.bone.Children.Count == 0)
return false;
var rigidbodies = utilityBone.GetComponentsInChildren<Rigidbody>();
var rigidbodies2D = utilityBone.GetComponentsInChildren<Rigidbody2D>();
return rigidbodies.Length <= 0 && rigidbodies2D.Length <= 0;
}
void CreateHingeChain2D () {
var kinematicParentUtilityBone = utilityBone.transform.parent.GetComponent<SkeletonUtilityBone>();
if (kinematicParentUtilityBone == null) {
UnityEditor.EditorUtility.DisplayDialog("No parent SkeletonUtilityBone found!", "Please select the first physically moving chain node, having a parent GameObject with a SkeletonUtilityBone component attached.", "OK");
return;
}
float mass = 10;
const float rotationLimit = 20.0f;
SetSkeletonUtilityToFlipByRotation();
kinematicParentUtilityBone.mode = SkeletonUtilityBone.Mode.Follow;
kinematicParentUtilityBone.position = kinematicParentUtilityBone.rotation = kinematicParentUtilityBone.scale = kinematicParentUtilityBone.zPosition = true;
GameObject commonParentObject = new GameObject(skeletonUtility.name + " HingeChain Parent " + utilityBone.name);
var commonParentActivateOnFlip = commonParentObject.AddComponent<ActivateBasedOnFlipDirection>();
commonParentActivateOnFlip.skeletonRenderer = skeletonUtility.skeletonRenderer;
commonParentActivateOnFlip.skeletonGraphic = skeletonUtility.skeletonGraphic;
// HingeChain Parent
// Needs to be on top hierarchy level (not attached to the moving skeleton at least) for physics to apply proper momentum.
GameObject normalChainParentObject = new GameObject("HingeChain");
normalChainParentObject.transform.SetParent(commonParentObject.transform);
commonParentActivateOnFlip.activeOnNormalX = normalChainParentObject;
//var followRotationComponent = normalChainParentObject.AddComponent<FollowSkeletonUtilityRootRotation>();
//followRotationComponent.reference = skeletonUtility.boneRoot;
// Follower Kinematic Rigidbody
GameObject followerKinematicObject = new GameObject(kinematicParentUtilityBone.name + " Follower");
followerKinematicObject.transform.parent = normalChainParentObject.transform;
var followerRigidbody = followerKinematicObject.AddComponent<Rigidbody2D>();
followerRigidbody.mass = mass;
followerRigidbody.isKinematic = true;
followerKinematicObject.AddComponent<FollowLocationRigidbody2D>().reference = kinematicParentUtilityBone.transform;
followerKinematicObject.transform.position = kinematicParentUtilityBone.transform.position;
followerKinematicObject.transform.rotation = kinematicParentUtilityBone.transform.rotation;
// Child Bones
var utilityBones = utilityBone.GetComponentsInChildren<SkeletonUtilityBone>();
var childBoneParentReference = followerKinematicObject.transform;
for (int i = 0; i < utilityBones.Length; ++i) {
var childBone = utilityBones[i];
mass *= 0.75f;
childBone.parentReference = (i == 0) ? kinematicParentUtilityBone.transform : childBoneParentReference;
childBone.transform.SetParent(normalChainParentObject.transform, true); // we need a flat hierarchy of all Joint objects in Unity.
AttachRigidbodyAndCollider2D(childBone);
childBone.mode = SkeletonUtilityBone.Mode.Override;
childBone.scale = childBone.position = childBone.zPosition = false;
HingeJoint2D joint = childBone.gameObject.AddComponent<HingeJoint2D>();
joint.connectedBody = childBoneParentReference.GetComponent<Rigidbody2D>();
joint.useLimits = true;
ApplyJoint2DAngleLimits(joint, rotationLimit, childBoneParentReference, childBone.transform);
childBone.GetComponent<Rigidbody2D>().mass = mass;
childBoneParentReference = childBone.transform;
}
Duplicate2DHierarchyForFlippedChains(normalChainParentObject, commonParentActivateOnFlip, skeletonUtility.transform, rotationLimit);
UnityEditor.Selection.activeGameObject = commonParentObject;
}
void ApplyJoint2DAngleLimits (HingeJoint2D joint, float rotationLimit, Transform parentBone, Transform bone) {
#if HINGE_JOINT_NEW_BEHAVIOUR
float referenceAngle = (parentBone.eulerAngles.z - bone.eulerAngles.z + 360f) % 360f;
float minAngle = referenceAngle - rotationLimit;
float maxAngle = referenceAngle + rotationLimit;
if (maxAngle > 270f) {
minAngle -= 360f;
maxAngle -= 360f;
}
if (minAngle < -90f) {
minAngle += 360f;
maxAngle += 360f;
}
#else
float minAngle = - rotationLimit;
float maxAngle = rotationLimit;
#endif
joint.limits = new JointAngleLimits2D {
min = minAngle,
max = maxAngle
};
}
void Duplicate2DHierarchyForFlippedChains (GameObject normalChainParentObject, ActivateBasedOnFlipDirection commonParentActivateOnFlip,
Transform skeletonUtilityRoot, float rotationLimit) {
GameObject mirroredChain = GameObject.Instantiate(normalChainParentObject, normalChainParentObject.transform.position,
normalChainParentObject.transform.rotation, commonParentActivateOnFlip.transform);
mirroredChain.name = normalChainParentObject.name + " FlippedX";
commonParentActivateOnFlip.activeOnFlippedX = mirroredChain;
var followerKinematicObject = mirroredChain.GetComponentInChildren<FollowLocationRigidbody2D>();
followerKinematicObject.followFlippedX = true;
FlipBone2DHorizontal(followerKinematicObject.transform, skeletonUtilityRoot);
var childBoneJoints = mirroredChain.GetComponentsInChildren<HingeJoint2D>();
Transform prevRotatedChild = null;
Transform parentTransformForAngles = followerKinematicObject.transform;
for (int i = 0; i < childBoneJoints.Length; ++i) {
var joint = childBoneJoints[i];
FlipBone2DHorizontal(joint.transform, skeletonUtilityRoot);
ApplyJoint2DAngleLimits(joint, rotationLimit, parentTransformForAngles, joint.transform);
GameObject rotatedChild = GameObject.Instantiate(joint.gameObject, joint.transform, true);
rotatedChild.name = joint.name + " rotated";
var rotationEulerAngles = rotatedChild.transform.localEulerAngles;
rotationEulerAngles.x = 180;
rotatedChild.transform.localEulerAngles = rotationEulerAngles;
DestroyImmediate(rotatedChild.GetComponent<HingeJoint2D>());
DestroyImmediate(rotatedChild.GetComponent<BoxCollider2D>());
DestroyImmediate(rotatedChild.GetComponent<Rigidbody2D>());
DestroyImmediate(joint.gameObject.GetComponent<SkeletonUtilityBone>());
if (i > 0) {
var utilityBone = rotatedChild.GetComponent<SkeletonUtilityBone>();
utilityBone.parentReference = prevRotatedChild;
}
prevRotatedChild = rotatedChild.transform;
parentTransformForAngles = joint.transform;
}
mirroredChain.SetActive(false);
}
void FlipBone2DHorizontal(Transform bone, Transform mirrorPosition) {
Vector3 position = bone.position;
position.x = 2 * mirrorPosition.position.x - position.x; // = mirrorPosition + (mirrorPosition - bone.position)
bone.position = position;
Vector3 boneZ = bone.forward;
Vector3 boneX = bone.right;
boneX.x *= -1;
bone.rotation = Quaternion.LookRotation(boneZ, Vector3.Cross(boneZ, boneX));
}
void CreateHingeChain () {
var kinematicParentUtilityBone = utilityBone.transform.parent.GetComponent<SkeletonUtilityBone>();
if (kinematicParentUtilityBone == null) {
UnityEditor.EditorUtility.DisplayDialog("No parent SkeletonUtilityBone found!", "Please select the first physically moving chain node, having a parent GameObject with a SkeletonUtilityBone component attached.", "OK");
return;
}
SetSkeletonUtilityToFlipByRotation();
kinematicParentUtilityBone.mode = SkeletonUtilityBone.Mode.Follow;
kinematicParentUtilityBone.position = kinematicParentUtilityBone.rotation = kinematicParentUtilityBone.scale = kinematicParentUtilityBone.zPosition = true;
// HingeChain Parent
// Needs to be on top hierarchy level (not attached to the moving skeleton at least) for physics to apply proper momentum.
GameObject chainParentObject = new GameObject(skeletonUtility.name + " HingeChain Parent " + utilityBone.name);
var followRotationComponent = chainParentObject.AddComponent<FollowSkeletonUtilityRootRotation>();
followRotationComponent.reference = skeletonUtility.boneRoot;
// Follower Kinematic Rigidbody
GameObject followerKinematicObject = new GameObject(kinematicParentUtilityBone.name + " Follower");
followerKinematicObject.transform.parent = chainParentObject.transform;
var followerRigidbody = followerKinematicObject.AddComponent<Rigidbody>();
followerRigidbody.mass = 10;
followerRigidbody.isKinematic = true;
followerKinematicObject.AddComponent<FollowLocationRigidbody>().reference = kinematicParentUtilityBone.transform;
followerKinematicObject.transform.position = kinematicParentUtilityBone.transform.position;
followerKinematicObject.transform.rotation = kinematicParentUtilityBone.transform.rotation;
// Child Bones
var utilityBones = utilityBone.GetComponentsInChildren<SkeletonUtilityBone>();
var childBoneParentReference = followerKinematicObject.transform;
foreach (var childBone in utilityBones) {
childBone.parentReference = childBoneParentReference;
childBone.transform.SetParent(chainParentObject.transform, true); // we need a flat hierarchy of all Joint objects in Unity.
AttachRigidbodyAndCollider(childBone);
childBone.mode = SkeletonUtilityBone.Mode.Override;
HingeJoint joint = childBone.gameObject.AddComponent<HingeJoint>();
joint.axis = Vector3.forward;
joint.connectedBody = childBoneParentReference.GetComponent<Rigidbody>();
joint.useLimits = true;
joint.limits = new JointLimits {
min = -20,
max = 20
};
childBone.GetComponent<Rigidbody>().mass = childBoneParentReference.transform.GetComponent<Rigidbody>().mass * 0.75f;
childBoneParentReference = childBone.transform;
}
UnityEditor.Selection.activeGameObject = chainParentObject;
}
void SetSkeletonUtilityToFlipByRotation () {
if (!skeletonUtility.flipBy180DegreeRotation) {
skeletonUtility.flipBy180DegreeRotation = true;
Debug.Log("Set SkeletonUtility " + skeletonUtility.name + " to flip by rotation instead of negative scale (required).", skeletonUtility);
}
}
static void AttachRigidbodyAndCollider (SkeletonUtilityBone utilBone, bool enableCollider = false) {
if (utilBone.GetComponent<Collider>() == null) {
if (utilBone.bone.Data.Length == 0) {
SphereCollider sphere = utilBone.gameObject.AddComponent<SphereCollider>();
sphere.radius = 0.1f;
sphere.enabled = enableCollider;
} else {
float length = utilBone.bone.Data.Length;
BoxCollider box = utilBone.gameObject.AddComponent<BoxCollider>();
box.size = new Vector3(length, length / 3f, 0.2f);
box.center = new Vector3(length / 2f, 0, 0);
box.enabled = enableCollider;
}
}
utilBone.gameObject.AddComponent<Rigidbody>();
}
static void AttachRigidbodyAndCollider2D(SkeletonUtilityBone utilBone, bool enableCollider = false) {
if (utilBone.GetComponent<Collider2D>() == null) {
if (utilBone.bone.Data.Length == 0) {
var sphere = utilBone.gameObject.AddComponent<CircleCollider2D>();
sphere.radius = 0.1f;
sphere.enabled = enableCollider;
}
else {
float length = utilBone.bone.Data.Length;
var box = utilBone.gameObject.AddComponent<BoxCollider2D>();
box.size = new Vector3(length, length / 3f, 0.2f);
box.offset = new Vector3(length / 2f, 0, 0);
box.enabled = enableCollider;
}
}
utilBone.gameObject.AddComponent<Rigidbody2D>();
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*
* THE SPINE RUNTIMES ARE 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
* THE SPINE RUNTIMES, 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;
using UnityEditor.AnimatedValues;
using System.Collections.Generic;
using Spine;
using System.Reflection;
namespace Spine.Unity.Editor {
using Icons = SpineEditorUtilities.Icons;
[CustomEditor(typeof(SkeletonUtility))]
public class SkeletonUtilityInspector : UnityEditor.Editor {
SkeletonUtility skeletonUtility;
Skeleton skeleton;
SkeletonRenderer skeletonRenderer;
SkeletonGraphic skeletonGraphic;
#if !NEW_PREFAB_SYSTEM
bool isPrefab;
#endif
readonly GUIContent SpawnHierarchyButtonLabel = new GUIContent("Spawn Hierarchy", Icons.skeleton);
void OnEnable () {
skeletonUtility = (SkeletonUtility)target;
skeletonRenderer = skeletonUtility.skeletonRenderer;
skeletonGraphic = skeletonUtility.skeletonGraphic;
skeleton = skeletonUtility.Skeleton;
if (skeleton == null) {
if (skeletonRenderer != null) {
skeletonRenderer.Initialize(false);
skeletonRenderer.LateUpdate();
}
else if (skeletonGraphic != null) {
skeletonGraphic.Initialize(false);
skeletonGraphic.LateUpdate();
}
skeleton = skeletonUtility.Skeleton;
}
if ((skeletonRenderer != null && !skeletonRenderer.valid) ||
(skeletonGraphic != null && !skeletonGraphic.IsValid)) return;
#if !NEW_PREFAB_SYSTEM
isPrefab |= PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab;
#endif
}
public override void OnInspectorGUI () {
#if !NEW_PREFAB_SYSTEM
if (isPrefab) {
GUILayout.Label(new GUIContent("Cannot edit Prefabs", Icons.warning));
return;
}
#endif
serializedObject.Update();
if ((skeletonRenderer != null && !skeletonRenderer.valid) ||
(skeletonGraphic != null && !skeletonGraphic.IsValid)) {
GUILayout.Label(new GUIContent("Spine Component invalid. Check Skeleton Data Asset.", Icons.warning));
return;
}
EditorGUILayout.PropertyField(serializedObject.FindProperty("boneRoot"), SpineInspectorUtility.TempContent("Skeleton Root"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("flipBy180DegreeRotation"), SpineInspectorUtility.TempContent("Flip by Rotation", null,
"If true, Skeleton.ScaleX and Skeleton.ScaleY are followed " +
"by 180 degree rotation. If false, negative Transform scale is used. " +
"Note that using negative scale is consistent with previous behaviour (hence the default), " +
"however causes serious problems with rigidbodies and physics. Therefore, it is recommended to " +
"enable this parameter where possible. When creating hinge chains for a chain of skeleton bones " +
"via SkeletonUtilityBone, it is mandatory to have this parameter enabled."));
bool hasRootBone = skeletonUtility.boneRoot != null;
if (!hasRootBone)
EditorGUILayout.HelpBox("No hierarchy found. Use Spawn Hierarchy to generate GameObjects for bones.", MessageType.Info);
using (new EditorGUI.DisabledGroupScope(hasRootBone)) {
if (SpineInspectorUtility.LargeCenteredButton(SpawnHierarchyButtonLabel))
SpawnHierarchyContextMenu();
}
if (hasRootBone) {
if (SpineInspectorUtility.CenteredButton(new GUIContent("Remove Hierarchy"))) {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Remove Hierarchy");
Undo.DestroyObjectImmediate(skeletonUtility.boneRoot.gameObject);
skeletonUtility.boneRoot = null;
}
}
serializedObject.ApplyModifiedProperties();
}
void SpawnHierarchyContextMenu () {
var menu = new GenericMenu();
menu.AddItem(new GUIContent("Follow all bones"), false, SpawnFollowHierarchy);
menu.AddItem(new GUIContent("Follow (Root Only)"), false, SpawnFollowHierarchyRootOnly);
menu.AddSeparator("");
menu.AddItem(new GUIContent("Override all bones"), false, SpawnOverrideHierarchy);
menu.AddItem(new GUIContent("Override (Root Only)"), false, SpawnOverrideHierarchyRootOnly);
menu.ShowAsContext();
}
public static void AttachIcon (SkeletonUtilityBone boneComponent) {
Skeleton skeleton = boneComponent.hierarchy.Skeleton;
Texture2D icon = boneComponent.bone.Data.Length == 0 ? Icons.nullBone : Icons.boneNib;
foreach (IkConstraint c in skeleton.IkConstraints)
if (c.Target == boneComponent.bone) {
icon = Icons.constraintNib;
break;
}
typeof(EditorGUIUtility).InvokeMember("SetIconForObject", BindingFlags.InvokeMethod | BindingFlags.Static | BindingFlags.NonPublic, null, null, new object[2] {
boneComponent.gameObject,
icon
});
}
static void AttachIconsToChildren (Transform root) {
if (root != null) {
var utilityBones = root.GetComponentsInChildren<SkeletonUtilityBone>();
foreach (var utilBone in utilityBones)
AttachIcon(utilBone);
}
}
void SpawnFollowHierarchy () {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Hierarchy");
Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Follow, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
void SpawnFollowHierarchyRootOnly () {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Root");
Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Follow, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
void SpawnOverrideHierarchy () {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Hierarchy");
Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Override, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
void SpawnOverrideHierarchyRootOnly () {
Undo.RegisterCompleteObjectUndo(skeletonUtility, "Spawn Root");
Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Override, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
}
}

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