Beispiel #1
0
        public static void CreateControlPoints(SkinnedMeshRenderer skin)
        {
            if (skin.sharedMesh != null)
            {
                Skin2D skin2D = skin.GetComponent <Skin2D>();
                if (skin2D != null)
                {
                    skin2D.controlPoints = new ControlPoints.Point[skin.sharedMesh.vertices.Length];
                    if (skin2D.points == null)
                    {
                        skin2D.points = skin2D.gameObject.AddComponent <ControlPoints>();
                    }
                }
                for (int i = 0; i < skin.sharedMesh.vertices.Length; i++)
                {
                    Vector3 originalPos = skin.sharedMesh.vertices[i];

                    if (skin2D != null)
                    {
                        skin2D.controlPoints[i]       = new ControlPoints.Point(originalPos);
                        skin2D.controlPoints[i].index = i;
                        skin2D.points.SetPoint(skin2D.controlPoints[i]);
                    }

                    GameObject b = new GameObject(skin.name + " Control Point");
                    // Unparent the skin temporarily before adding the control point
                    Transform skinParent = skin.transform.parent;
                    skin.transform.parent = null;

                    // Reset the rotation before creating the mesh so the UV's will align properly
                    Quaternion localRotation = skin.transform.localRotation;
                    skin.transform.localRotation = Quaternion.identity;

                    b.transform.position = new Vector3(skin.transform.position.x + (skin.sharedMesh.vertices[i].x * skin.transform.localScale.x), skin.transform.position.y + (skin.sharedMesh.vertices[i].y * skin.transform.localScale.y), skin.transform.position.z + (skin.sharedMesh.vertices[i].z * skin.transform.localScale.z));

                    b.transform.parent = skin.transform;

                    ControlPoint[] points = b.transform.parent.transform.GetComponentsInChildren <ControlPoint>();
                    if (points != null && points.Length > 0)
                    {
                        b.gameObject.name = b.gameObject.name + points.Length;
                    }

                    Undo.RegisterCreatedObjectUndo(b, "Add control point");

                    ControlPoint controlPoint = b.AddComponent <ControlPoint>();
                    controlPoint.index            = i;
                    controlPoint.skin             = skin;
                    controlPoint.originalPosition = b.transform.localPosition;

                    // Reset the rotations of the object
                    skin.transform.localRotation = localRotation;
                    skin.transform.parent        = skinParent;
                }
            }
        }
Beispiel #2
0
        public static void Create()
        {
            // If we have a GameObject selected then use this to create the Skin2D
            if (Selection.activeGameObject != null)
            {
                GameObject          o              = Selection.activeGameObject;
                SkinnedMeshRenderer skin           = o.GetComponent <SkinnedMeshRenderer>();
                SpriteRenderer      spriteRenderer = o.GetComponent <SpriteRenderer>();

                // If we do not have a Skin2D already on this object and a SpriteRenderer then create it
                if (skin == null && spriteRenderer != null)
                {
                    Sprite     thisSprite = spriteRenderer.sprite;
                    SpriteMesh spriteMesh = new SpriteMesh();
                    spriteMesh.spriteRenderer = spriteRenderer;
                    spriteMesh.CreateSpriteMesh();
                    Texture2D spriteTexture = UnityEditor.Sprites.SpriteUtility.GetSpriteTexture(spriteRenderer.sprite, false);

                    // Copy the sprite material
                    Material spriteMaterial = new Material(spriteRenderer.sharedMaterial);
                    spriteMaterial.CopyPropertiesFromMaterial(spriteRenderer.sharedMaterial);
                    spriteMaterial.mainTexture = spriteTexture;

                    // Copy the sorting order and sorting layers of the Sprite
                    string sortLayerName = spriteRenderer.sortingLayerName;
                    int    sortOrder     = spriteRenderer.sortingOrder;

                    // Kill the SpriteRenderer as we do not need it any more.
                    DestroyImmediate(spriteRenderer);

                    // Add the Skin2D to this object and assign the sprite
                    Skin2D skin2D = o.AddComponent <Skin2D>();
                    skin2D.sprite = thisSprite;
                    skin          = o.GetComponent <SkinnedMeshRenderer>();
                    MeshFilter filter = o.GetComponent <MeshFilter>();
                    skin.material = spriteMaterial;

                    // Save out the material from the sprite so we have a default material
                    if (!Directory.Exists("Assets/Materials"))
                    {
                        AssetDatabase.CreateFolder("Assets", "Materials");
                        AssetDatabase.Refresh();
                    }
                    AssetDatabase.CreateAsset(spriteMaterial, "Assets/Materials/" + spriteMaterial.mainTexture.name + ".mat");
                    Debug.Log("Created material " + spriteMaterial.mainTexture.name + " for " + skin.gameObject.name);
                    skin2D.referenceMaterial = spriteMaterial;
                    skin.sortingLayerName    = sortLayerName;
                    skin.sortingOrder        = sortOrder;

                    // Create the mesh from the selection
                    filter.mesh = (Mesh)Selection.activeObject;
                    if (filter.sharedMesh != null && skin.sharedMesh == null)
                    {
                        skin.sharedMesh      = filter.sharedMesh;
                        skin2D.referenceMesh = skin.sharedMesh;
                    }
                    // Recalculate the bone weights for the new mesh
                    skin2D.RecalculateBoneWeights();
                }
                else
                {
                    // If there is a Skin2D or no SpriteRenderer then create a new GameObject with a Skin2D component
                    o = new GameObject("Skin2D");
                    Undo.RegisterCreatedObjectUndo(o, "Create Skin2D");
                    o.AddComponent <Skin2D> ();
                }
            }
            else
            {
                // If there is no selected GameObject then create a new GameObject with a Skin2D component
                GameObject o = new GameObject("Skin2D");
                Undo.RegisterCreatedObjectUndo(o, "Create Skin2D");
                o.AddComponent <Skin2D> ();
            }
        }
Beispiel #3
0
 void OnEnable()
 {
     skin = (Skin2D)target;
     skinnedMeshRenderer = skin.GetComponent <SkinnedMeshRenderer>();
     skinnedMesh         = skinnedMeshRenderer.sharedMesh;
 }