static void MakeHead(Transform _headPoint, Transform _chestPoint, Vector3 _headTop) { float headScale = Vector3.Distance(_chestPoint.position, _headPoint.position) * .01f; Selection.activeObject = GameObject.Find("Spine_05"); Puppet2D_BoneCreation.CreateBoneTool(); Puppet2D_BoneCreation.BoneCreationMode(_headPoint.position); Puppet2D_BoneCreation.BoneCreationMode(_headTop); Puppet2D_BoneCreation.BoneFinishCreation(); GameObject head = GameObject.Find("bone_1"); head.name = "Head"; Selection.activeGameObject = head; GameObject headEnd = GameObject.Find("bone_2"); headEnd.name = "HeadEnd"; Puppet2D_CreateControls.CreateOrientControl(); GameObject headControl = GameObject.Find("Head_CTRL"); headControl.GetComponent <Puppet2D_ParentControl>().ConstrianedPosition = true; GameObject headControlParent = GameObject.Find("Head_CTRL_GRP"); headControlParent.transform.localScale = Vector3.one * headScale * 2f; //GameObject.Find ("bone_22").name = ("a"); }
public static void BoneFinishCreation() { Puppet2D_Editor.BoneCreation = false; EditorPrefs.SetBool("Puppet2D_BoneCreation", false); Puppet2D_HiddenBone[] hiddenBones = GameObject.FindObjectsOfType <Puppet2D_HiddenBone>(); SpriteRenderer[] sprites = GameObject.FindObjectsOfType <SpriteRenderer>(); foreach (SpriteRenderer spr in sprites) { if (spr.sprite != null && spr.sprite.name == "BoneNoJoint" && spr.transform.parent == null) { GameObject globalCtrlNew = Puppet2D_CreateControls.CreateGlobalControl(); spr.transform.parent = globalCtrlNew.transform; } } GameObject globalCtrl = Puppet2D_CreateControls.CreateGlobalControl(); if (globalCtrl != null) { foreach (Puppet2D_HiddenBone hiddenBone in hiddenBones) { if (hiddenBone && hiddenBone.transform.parent && hiddenBone.transform.parent.parent == null) { hiddenBone.transform.parent.parent = globalCtrl.transform; } } } }
static void CreateSpline() { if (splineStoreData.FFDCtrls.Count > 2 && splineStoreData.FFDCtrls[0] && splineStoreData.FFDCtrls[1] && splineStoreData.FFDCtrls[2]) { GameObject tangentCtrl = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName("spline_Tangent")); Undo.RegisterCreatedObjectUndo(tangentCtrl, "Created splineTangent"); splineStoreData.FFDCtrls.Add(tangentCtrl.transform); tangentCtrl.transform.parent = splineStoreData.FFDCtrls[splineStoreData.FFDCtrls.Count - 2].transform; tangentCtrl.transform.localPosition = Vector3.zero; SpriteRenderer spriteRenderer = splineStoreData.FFDCtrls[splineStoreData.FFDCtrls.Count - 2].GetComponent <SpriteRenderer>(); string path = (Puppet2D_Editor._puppet2DPath + "/Textures/GUI/splineControl.psd"); Sprite sprite = AssetDatabase.LoadAssetAtPath(path, typeof(Sprite)) as Sprite; spriteRenderer.sprite = sprite; splineStoreData.FFDCtrls[1].position += splineStoreData.FFDCtrls[0].position - splineStoreData.FFDCtrls[2].position; splineStoreData.FFDCtrls[splineStoreData.FFDCtrls.Count - 1].position += splineStoreData.FFDCtrls[splineStoreData.FFDCtrls.Count - 2].position - splineStoreData.FFDCtrls[splineStoreData.FFDCtrls.Count - 3].position; Transform splineCtrlSwap = splineStoreData.FFDCtrls[0]; splineStoreData.FFDCtrls[0] = splineStoreData.FFDCtrls[1]; splineStoreData.FFDCtrls[1] = splineCtrlSwap; //GameObject OffsetGroup = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName("spline_GRP")); Puppet2D_SplineControl spline = SplineCreationGroup.AddComponent <Puppet2D_SplineControl>(); spline._splineCTRLS.AddRange(splineStoreData.FFDCtrls); spline.numberBones = Puppet2D_Editor.numberSplineJoints; List <GameObject> splineBones = spline.Create(); foreach (GameObject splineBone in splineBones) { splineBone.GetComponent <SpriteRenderer>().sortingLayerName = Puppet2D_Editor._boneSortingLayer; } foreach (Transform ctrl in splineStoreData.FFDCtrls) { if (!ctrl.parent.parent) { ctrl.parent.parent = SplineCreationGroup.transform; } } GameObject globalCtrl = Puppet2D_CreateControls.CreateGlobalControl(); globalCtrl.GetComponent <Puppet2D_GlobalControl>()._SplineControls.Add(spline); SplineCreationGroup.transform.parent = globalCtrl.transform; globalCtrl.GetComponent <Puppet2D_GlobalControl>().Run(); Undo.DestroyObjectImmediate(splineStoreData); splineStoreData.FFDCtrls.Clear(); } }
static void MakeLimb(Transform _thighLPoint, Transform _footLPoint, Transform _kneePoint, Vector3 FootEnd, GameObject parentTo, string controlName, string controlName3, string controlName2, string controlName1, bool flip = false) { Selection.activeObject = parentTo; float limbScale = Vector3.Distance(_footLPoint.position, _thighLPoint.position) * .01f; Vector3 scaledFootPos = (_footLPoint.position - _thighLPoint.position) / limbScale; scaledFootPos += _thighLPoint.position; Vector3 scaledKneePos = (_kneePoint.position - _thighLPoint.position) / limbScale; scaledKneePos += _thighLPoint.position; Puppet2D_BoneCreation.CreateBoneTool(); Puppet2D_BoneCreation.BoneCreationMode(_thighLPoint.position); Puppet2D_BoneCreation.BoneCreationMode(scaledKneePos); GameObject endLimbGO = Puppet2D_BoneCreation.BoneCreationMode(scaledFootPos); Vector3 scaledFinalEndLimbGO = (FootEnd - _thighLPoint.position) / limbScale; scaledFinalEndLimbGO += _thighLPoint.position; GameObject finalEndLimbGO = Puppet2D_BoneCreation.BoneCreationMode(scaledFinalEndLimbGO); finalEndLimbGO.name = (controlName1 + "End"); Puppet2D_BoneCreation.BoneFinishCreation(); Selection.activeGameObject = endLimbGO; endLimbGO.name = controlName1; Puppet2D_CreateControls.IKCreateTool(true); GameObject limbControlParent = GameObject.Find(controlName1 + "_CTRL_GRP"); Transform elbow = endLimbGO.transform.parent; Transform shoulderBone = endLimbGO.transform.parent.parent; elbow.name = (controlName2); shoulderBone.name = (controlName3); Transform limbParent = limbControlParent.transform.parent; limbControlParent.transform.parent = shoulderBone; shoulderBone.localScale = shoulderBone.localScale * limbScale; limbControlParent.transform.parent = limbParent; GameObject.Find(controlName1 + "_CTRL").GetComponent <Puppet2D_IKHandle> ().Flip = flip; }
public static void ConvertSpriteToMesh(int triIndex) { GameObject[] selection = Selection.gameObjects; foreach (GameObject spriteGO in selection) { if (spriteGO.GetComponent <SpriteRenderer>()) { string spriteName = spriteGO.GetComponent <SpriteRenderer>().sprite.name; if (spriteName.Contains("Bone")) { Debug.LogWarning("You can't convert Bones to Mesh"); return; } if ((spriteName == "orientControl") || (spriteName == "parentControl") || (spriteName == "VertexHandleControl") || (spriteName == "IKControl")) { Debug.LogWarning("You can't convert Controls to Mesh"); return; } PolygonCollider2D polyCol; GameObject MeshedSprite; Quaternion rot = spriteGO.transform.rotation; spriteGO.transform.eulerAngles = Vector3.zero; int layer = spriteGO.layer; string sortingLayer = spriteGO.GetComponent <Renderer>().sortingLayerName; int sortingOrder = spriteGO.GetComponent <Renderer>().sortingOrder; if (spriteGO.GetComponent <PolygonCollider2D>() == null) { polyCol = Undo.AddComponent <PolygonCollider2D> (spriteGO); Puppet2D_CreatePolygonFromSprite polyFromSprite = ScriptableObject.CreateInstance("Puppet2D_CreatePolygonFromSprite") as Puppet2D_CreatePolygonFromSprite; MeshedSprite = polyFromSprite.Run(spriteGO.transform, true, triIndex); MeshedSprite.name = (spriteGO.name + "_GEO"); DestroyImmediate(polyFromSprite); Undo.DestroyObjectImmediate(polyCol); } else { polyCol = spriteGO.GetComponent <PolygonCollider2D>(); Puppet2D_CreatePolygonFromSprite polyFromSprite = ScriptableObject.CreateInstance("Puppet2D_CreatePolygonFromSprite") as Puppet2D_CreatePolygonFromSprite; MeshedSprite = polyFromSprite.Run(spriteGO.transform, true, triIndex); MeshedSprite.name = (spriteGO.name + "_GEO"); DestroyImmediate(polyFromSprite); Undo.DestroyObjectImmediate(polyCol); } MeshedSprite.layer = layer; MeshedSprite.GetComponent <Renderer>().sortingLayerName = sortingLayer; MeshedSprite.GetComponent <Renderer>().sortingOrder = sortingOrder; MeshedSprite.AddComponent <Puppet2D_SortingLayer>(); MeshedSprite.transform.position = spriteGO.transform.position; MeshedSprite.transform.rotation = rot; Sprite spriteInfo = spriteGO.GetComponent <SpriteRenderer>().sprite; TextureImporter textureImporter = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(spriteInfo)) as TextureImporter; MeshedSprite.GetComponent <Renderer>().sharedMaterial.shader = Shader.Find("Unlit/Transparent"); MeshedSprite.GetComponent <Renderer>().sharedMaterial.SetTexture("_MainTex", spriteInfo.texture); textureImporter.textureType = TextureImporterType.Sprite; DestroyImmediate(spriteGO); GameObject globalCtrl = Puppet2D_CreateControls.CreateGlobalControl(); if (globalCtrl != null) { MeshedSprite.transform.parent = globalCtrl.transform; } Selection.activeGameObject = MeshedSprite; } else { Debug.LogWarning("Object is not a sprite"); return; } } }
void OnGUI() { string path = ("Assets/Puppet2D/Textures/GUI/BoneNoJoint.psd"); string path2 = ("Assets/Puppet2D/Textures/GUI/BoneScaled.psd"); string path3 = ("Assets/Puppet2D/Textures/GUI/BoneJoint.psd"); string path4 = ("Assets/Puppet2D/Textures/GUI/Bone.psd"); boneNoJointSprite = AssetDatabase.LoadAssetAtPath(path, typeof(Sprite)) as Sprite; boneSprite = AssetDatabase.LoadAssetAtPath(path2, typeof(Sprite)) as Sprite; boneHiddenSprite = AssetDatabase.LoadAssetAtPath(path3, typeof(Sprite)) as Sprite; boneOriginal = AssetDatabase.LoadAssetAtPath(path4, typeof(Sprite)) as Sprite; Texture aTexture = AssetDatabase.LoadAssetAtPath("Assets/Puppet2D/Textures/GUI/GUI_Bones.png", typeof(Texture)) as Texture; Texture puppetManTexture = AssetDatabase.LoadAssetAtPath("Assets/Puppet2D/Textures/GUI/GUI_puppetman.png", typeof(Texture)) as Texture; Texture rigTexture = AssetDatabase.LoadAssetAtPath("Assets/Puppet2D/Textures/GUI/GUI_Rig.png", typeof(Texture)) as Texture; Texture ControlTexture = AssetDatabase.LoadAssetAtPath("Assets/Puppet2D/Textures/GUI/parentControl.psd", typeof(Texture)) as Texture; Texture VertexTexture = AssetDatabase.LoadAssetAtPath("Assets/Puppet2D/Textures/GUI/VertexHandle.psd", typeof(Texture)) as Texture; string[] sortingLayers = GetSortingLayerNames(); Color bgColor = GUI.backgroundColor; if (currentGUIChoice == GUIChoice.BoneCreation) { GUI.backgroundColor = Color.green; } if (GUI.Button(new Rect(0, 0, 80, 20), "Skeleton")) { currentGUIChoice = GUIChoice.BoneCreation; } GUI.backgroundColor = bgColor; if (currentGUIChoice == GUIChoice.RigginSetup) { GUI.backgroundColor = Color.green; } if (GUI.Button(new Rect(80, 0, 80, 20), "Rigging")) { currentGUIChoice = GUIChoice.RigginSetup; } GUI.backgroundColor = bgColor; if (currentGUIChoice == GUIChoice.Skinning) { GUI.backgroundColor = Color.green; } if (GUI.Button(new Rect(160, 0, 80, 20), "Skinning")) { currentGUIChoice = GUIChoice.Skinning; } GUI.backgroundColor = bgColor; if (currentGUIChoice == GUIChoice.Animation) { GUI.backgroundColor = Color.green; } if (GUI.Button(new Rect(240, 0, 80, 20), "Animation")) { currentGUIChoice = GUIChoice.Animation; } GUI.backgroundColor = bgColor; if (EditSkinWeights || SplineCreation || FFDCreation) { GUI.backgroundColor = Color.grey; } GUI.DrawTexture(new Rect(25, 40, 32, 32), boneSprite.texture, ScaleMode.StretchToFill, true, 10.0F); EditorGUI.BeginChangeCheck(); BoneSize = EditorGUI.Slider(new Rect(80, 40, 150, 20), BoneSize, 0F, 0.9999F); if (EditorGUI.EndChangeCheck()) { ChangeBoneSize(); EditorPrefs.SetFloat("Puppet2D_EditorBoneSize", BoneSize); } EditorGUI.BeginChangeCheck(); _boneSortingIndex = EditorGUI.Popup(new Rect(80, 60, 150, 30), _boneSortingIndex, sortingLayers); if (EditorGUI.EndChangeCheck()) { EditorPrefs.SetInt("Puppet2D_BoneLayer", _boneSortingIndex); } if (sortingLayers.Length <= _boneSortingIndex) { _boneSortingIndex = 0; EditorPrefs.SetInt("Puppet2D_BoneLayer", _boneSortingIndex); } _boneSortingLayer = sortingLayers[_boneSortingIndex]; GUI.DrawTexture(new Rect(25, 100, 32, 32), ControlTexture, ScaleMode.StretchToFill, true, 10.0F); EditorGUI.BeginChangeCheck(); ControlSize = EditorGUI.Slider(new Rect(80, 100, 150, 20), ControlSize, 0F, .9999F); if (EditorGUI.EndChangeCheck()) { ChangeControlSize(); EditorPrefs.SetFloat("Puppet2D_EditorControlSize", ControlSize); } EditorGUI.BeginChangeCheck(); _controlSortingIndex = EditorGUI.Popup(new Rect(80, 130, 150, 30), _controlSortingIndex, sortingLayers); if (EditorGUI.EndChangeCheck()) { EditorPrefs.SetInt("Puppet2D_ControlLayer", _controlSortingIndex); } if (sortingLayers.Length <= _controlSortingIndex) { _controlSortingIndex = 0; EditorPrefs.SetInt("Puppet2D_ControlLayer", _controlSortingIndex); } _controlSortingLayer = sortingLayers[_controlSortingIndex]; GUI.DrawTexture(new Rect(15, 160, 275, 5), aTexture, ScaleMode.StretchToFill, true, 10.0F); int offsetControls = 130; if (currentGUIChoice == GUIChoice.BoneCreation) { //GUILayout.Label("Bone Creation", EditorStyles.boldLabel); GUILayout.Space(15); GUI.DrawTexture(new Rect(0, 60 + offsetControls, 64, 128), aTexture, ScaleMode.StretchToFill, true, 10.0F); GUILayout.Space(15); if (BoneCreation) { GUI.backgroundColor = Color.green; } if (GUI.Button(new Rect(80, 60 + offsetControls, 150, 30), "Create Bone Tool")) { BoneCreation = true; currentActiveBone = null; EditorPrefs.SetBool("Puppet2D_BoneCreation", BoneCreation); } if (BoneCreation) { GUI.backgroundColor = bgColor; } if (GUI.Button(new Rect(80, 90 + offsetControls, 150, 30), "Finish Bone")) { Puppet2D_BoneCreation.BoneFinishCreation(); } if (BoneCreation) { GUI.backgroundColor = Color.grey; } if (SplineCreation) { GUI.backgroundColor = Color.green; } if (GUI.Button(new Rect(80, 150 + offsetControls, 150, 30), "Create Spline Tool")) { //Puppet2D_Spline.splineStoreData.FFDCtrls.Clear(); //SplineCreation = true; Puppet2D_Spline.CreateSplineTool(); } if (SplineCreation) { GUI.backgroundColor = bgColor; } numberSplineJoints = EditorGUI.IntSlider(new Rect(80, 190 + offsetControls, 150, 20), numberSplineJoints, 1, 10); if (GUI.Button(new Rect(80, 220 + offsetControls, 150, 30), "Finish Spline")) { Puppet2D_Spline.SplineFinishCreation(); } } if (currentGUIChoice == GUIChoice.RigginSetup) { // GUILayout.Label("Rigging Setup", EditorStyles.boldLabel); GUI.DrawTexture(new Rect(0, 60 + offsetControls, 64, 128), rigTexture, ScaleMode.StretchToFill, true, 10.0F); if (GUI.Button(new Rect(80, 60 + offsetControls, 150, 30), "Create IK Control")) { Puppet2D_CreateControls.IKCreateTool(); } if (GUI.Button(new Rect(80, 90 + offsetControls, 150, 30), "Create Parent Control")) { Puppet2D_CreateControls.CreateParentControl(); } if (GUI.Button(new Rect(80, 120 + offsetControls, 150, 30), "Create Orient Control")) { Puppet2D_CreateControls.CreateOrientControl(); } /*if (GUI.Button(new Rect(80, 160+offsetControls, 150, 30), "Create Avatar")) * { * Puppet2D_CreateControls.CreateAvatar(); * * }*/ } if (currentGUIChoice == GUIChoice.Skinning) { //GUILayout.Label("Skinning", EditorStyles.boldLabel); GUI.DrawTexture(new Rect(0, 50 + offsetControls, 64, 128), puppetManTexture, ScaleMode.StretchToFill, true, 10.0F); GUILayout.Space(55 + offsetControls); GUIStyle labelNew = EditorStyles.label; labelNew.alignment = TextAnchor.LowerLeft; labelNew.contentOffset = new Vector2(80, 0); GUILayout.Label("Type of Mesh: ", labelNew); labelNew.contentOffset = new Vector2(0, 0); string[] TriangulationTypes = { "0", "1", "2", "3" }; _triangulationIndex = EditorGUI.Popup(new Rect(180, 60 + offsetControls, 50, 30), _triangulationIndex, TriangulationTypes); if (GUI.Button(new Rect(80, 80 + offsetControls, 150, 30), "Convert Sprite To Mesh")) { Puppet2D_Skinning.ConvertSpriteToMesh(_triangulationIndex); } if (GUI.Button(new Rect(80, 110 + offsetControls, 150, 30), "Parent Object To Bones")) { Puppet2D_Skinning.BindRigidSkin(); } GUILayout.Space(75); labelNew.alignment = TextAnchor.LowerLeft; labelNew.contentOffset = new Vector2(80, 0); GUILayout.Label("Num Skin Bones: ", labelNew); labelNew.contentOffset = new Vector2(0, 0); string[] NumberBonesToSkinTo = { "1", "2", "4 (FFD)" }; _numberBonesToSkinToIndex = EditorGUI.Popup(new Rect(180, 150 + offsetControls, 50, 30), _numberBonesToSkinToIndex, NumberBonesToSkinTo); if (GUI.Button(new Rect(80, 170 + offsetControls, 150, 30), "Bind Smooth Skin")) { Puppet2D_Skinning.BindSmoothSkin(); } if (EditSkinWeights || SkinWeightsPaint) { GUI.backgroundColor = Color.green; } if (SkinWeightsPaint) { if (GUI.Button(new Rect(80, 200 + offsetControls, 150, 30), "Manually Edit Weights")) { // finish paint weights Selection.activeGameObject = currentSelection; if (currentSelection) { if (previousShader) { currentSelection.GetComponent <Renderer>().sharedMaterial.shader = previousShader; } SkinWeightsPaint = false; if (previousVertColors != null && previousVertColors.Length > 0) { currentSelectionMesh.colors = previousVertColors; } currentSelectionMesh = null; currentSelection = null; previousVertColors = null; } EditSkinWeights = Puppet2D_Skinning.EditWeights(); } } if (!SkinWeightsPaint) { if (GUI.Button(new Rect(80, 200 + offsetControls, 150, 30), "Paint Weights")) { if (EditSkinWeights) { EditSkinWeights = false; Object[] bakedMeshes = Puppet2D_Skinning.FinishEditingWeights(); Selection.objects = bakedMeshes; } if (Selection.activeGameObject && Selection.activeGameObject.GetComponent <SkinnedMeshRenderer>() && Selection.activeGameObject.GetComponent <SkinnedMeshRenderer>().sharedMesh) { SkinWeightsPaint = true; SkinnedMeshRenderer smr = Selection.activeGameObject.GetComponent <SkinnedMeshRenderer>(); currentSelectionMesh = smr.sharedMesh; currentSelection = Selection.activeGameObject; previousShader = currentSelection.GetComponent <Renderer>().sharedMaterial.shader; currentSelection.GetComponent <Renderer>().sharedMaterial.shader = Shader.Find("Puppet2D/vertColor"); if (currentSelectionMesh.colors.Length != currentSelectionMesh.vertices.Length) { currentSelectionMesh.colors = new Color[currentSelectionMesh.vertices.Length]; EditorUtility.SetDirty(currentSelection); EditorUtility.SetDirty(currentSelectionMesh); AssetDatabase.SaveAssets(); EditorApplication.SaveAssets(); } else { previousVertColors = currentSelectionMesh.colors; } Selection.activeGameObject = smr.bones[0].gameObject; } } } if (EditSkinWeights || SkinWeightsPaint) { GUI.backgroundColor = bgColor; } if (GUI.Button(new Rect(80, 230 + offsetControls, 150, 30), "Finish Edit Skin Weights")) { if (SkinWeightsPaint) { if (currentSelection) { Selection.activeGameObject = currentSelection; if (previousShader) { currentSelection.GetComponent <Renderer>().sharedMaterial.shader = previousShader; } SkinWeightsPaint = false; if (previousVertColors != null && previousVertColors.Length > 0) { currentSelectionMesh.colors = previousVertColors; } currentSelectionMesh = null; currentSelection = null; previousVertColors = null; Puppet2D_HiddenBone[] hiddenBones = Transform.FindObjectsOfType <Puppet2D_HiddenBone>(); foreach (Puppet2D_HiddenBone hiddenBone in hiddenBones) { hiddenBone.gameObject.GetComponent <SpriteRenderer>().color = Color.white; if (hiddenBone.transform.parent != null) { hiddenBone.transform.parent.GetComponent <SpriteRenderer>().color = Color.white; } } } else { SkinWeightsPaint = false; } } else { EditSkinWeights = false; Puppet2D_Skinning.FinishEditingWeights(); } } float SkinWeightsPaintOffset = -80; if (EditSkinWeights) { SkinWeightsPaintOffset = -40; GUI.DrawTexture(new Rect(25, 260 + offsetControls, 32, 32), VertexTexture, ScaleMode.StretchToFill, true, 10.0F); EditorGUI.BeginChangeCheck(); VertexHandleSize = EditorGUI.Slider(new Rect(80, 270 + offsetControls, 150, 20), VertexHandleSize, 0F, .9999F); if (EditorGUI.EndChangeCheck()) { ChangeVertexHandleSize(); EditorPrefs.SetFloat("Puppet2D_EditorVertexHandleSize", VertexHandleSize); } } if (SkinWeightsPaint) { SkinWeightsPaintOffset = -20; GUILayout.Space(offsetControls - 20); GUILayout.Label(" Brush Size", EditorStyles.boldLabel); EditSkinWeightRadius = EditorGUI.Slider(new Rect(80, 275 + offsetControls, 150, 20), EditSkinWeightRadius, 0F, 100F); GUILayout.Label(" Strength", EditorStyles.boldLabel); paintWeightsStrength = EditorGUI.Slider(new Rect(80, 295 + offsetControls, 150, 20), paintWeightsStrength, 0F, 1F); } if (EditSkinWeights || SkinWeightsPaint) { GUI.backgroundColor = Color.grey; } if (FFDCreation) { GUI.backgroundColor = Color.green; } if (GUI.Button(new Rect(80, 360 + offsetControls + SkinWeightsPaintOffset, 150, 30), "Create FFD Tool")) { if (!FFDCreation) { FFDCreation = true; if (Selection.activeGameObject && Selection.activeGameObject.GetComponent <SpriteRenderer>() && Selection.activeGameObject.GetComponent <SpriteRenderer>().sprite&& !Selection.activeGameObject.GetComponent <SpriteRenderer>().sprite.name.Contains("bone")) { FFDGameObject = Selection.activeGameObject; } else { Debug.LogWarning("Need to select a sprite to make an FFD mesh, will create a dummy mesh instead"); } Puppet2D_FFD.FFDSetFirstPath(); } } if (FFDCreation) { GUI.backgroundColor = bgColor; } if (GUI.Button(new Rect(80, 390 + offsetControls + SkinWeightsPaintOffset, 150, 30), "Finish FFD")) { Puppet2D_FFD.FFDFinishCreation(); } } if (currentGUIChoice == GUIChoice.Animation) { //GUILayout.Label("Animation", EditorStyles.boldLabel); if (GUI.Button(new Rect(80, 50 + offsetControls, 150, 30), "Bake Animation")) { Puppet2D_GlobalControl[] globalCtrlScripts = Transform.FindObjectsOfType <Puppet2D_GlobalControl>(); for (int i = 0; i < globalCtrlScripts.Length; i++) { Puppet2D_BakeAnimation BakeAnim = globalCtrlScripts[i].gameObject.AddComponent <Puppet2D_BakeAnimation>(); BakeAnim.Run(); DestroyImmediate(BakeAnim); globalCtrlScripts[i].enabled = false; } } if (recordPngSequence && !ExportPngAlpha) { GUI.backgroundColor = Color.green; } if (GUI.Button(new Rect(80, 100 + offsetControls, 150, 30), "Render Animation")) { checkPath = EditorUtility.SaveFilePanel("Choose Directory", pngSequPath, "exportedAnim", ""); if (checkPath != "") { pngSequPath = checkPath; recordPngSequence = true; EditorApplication.ExecuteMenuItem("Edit/Play"); } } GUI.backgroundColor = bgColor; if (ExportPngAlpha) { GUI.backgroundColor = Color.green; } if (GUI.Button(new Rect(80, 130 + offsetControls, 150, 30), "Render Alpha")) { checkPath = EditorUtility.SaveFilePanel("Choose Directory", pngSequPath, "exportedAnim", ""); if (checkPath != "") { pngSequPath = checkPath; recordPngSequence = true; ExportPngAlpha = true; EditorApplication.ExecuteMenuItem("Edit/Play"); } } if (ExportPngAlpha || recordPngSequence) { GUI.backgroundColor = bgColor; } if (GUI.Button(new Rect(80, 200 + offsetControls, 150, 30), "Save Selection")) { selectedControls.Add(new List <string>()); selectedControlsData.Add(new List <string>()); foreach (GameObject go in Selection.gameObjects) { selectedControls[selectedControls.Count - 1].Add(Puppet2D_Selection.GetGameObjectPath(go)); selectedControlsData[selectedControlsData.Count - 1].Add(go.transform.localPosition.x + " " + go.transform.localPosition.y + " " + go.transform.localPosition.z + " " + go.transform.localRotation.x + " " + go.transform.localRotation.y + " " + go.transform.localRotation.z + " " + go.transform.localRotation.w + " " + go.transform.localScale.x + " " + go.transform.localScale.y + " " + go.transform.localScale.z + " "); } Puppet2D_Selection.SetSelectionString(); } if (GUI.Button(new Rect(80, 230 + offsetControls, 150, 30), "Clear Selections")) { selectedControls.Clear(); selectedControlsData.Clear(); Puppet2D_Selection.SetSelectionString(); } for (int i = 0; i < selectedControls.Count; i++) { int column = i % 3; int row = 0; row = i / 3; Rect newLoadButtonPosition = new Rect(80 + (50 * column), 265 + offsetControls + row * 30, 50, 30); if (Event.current.type == EventType.ContextClick) { Vector2 mousePos = Event.current.mousePosition; if ((Event.current.button == 1) && newLoadButtonPosition.Contains(mousePos)) { GenericMenu menu = new GenericMenu(); menu.AddItem(new GUIContent("Select Objects"), false, Puppet2D_Selection.SaveSelectionLoad, i); menu.AddItem(new GUIContent("Remove Selection"), false, Puppet2D_Selection.SaveSelectionRemove, i); menu.AddItem(new GUIContent("Append Selection"), false, Puppet2D_Selection.SaveSelectionAppend, i); menu.AddItem(new GUIContent("Store Pose"), false, Puppet2D_Selection.StorePose, i); menu.AddItem(new GUIContent("Load Pose"), false, Puppet2D_Selection.LoadPose, i); menu.ShowAsContext(); Event.current.Use(); } } GUI.Box(newLoadButtonPosition, "Load"); /*if (GUI.Button(newLoadButtonPosition, "Load")) * { * Selection.objects = selectedControls[i].ToArray(); * }*/ } } }
public static void FFDFinishCreation() { if (ffdStoreData == null) { return; } Puppet2D_Editor.FFDCreation = false; CloseFFDPath(); Texture spriteTexture = null; //GameObject FFDControlsGrp = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName("FFD_Ctrls_GRP")); if (Puppet2D_Editor.FFDGameObject && Puppet2D_Editor.FFDGameObject.GetComponent <SpriteRenderer>() && Puppet2D_Editor.FFDGameObject.GetComponent <SpriteRenderer>().sprite) { spriteTexture = Puppet2D_Editor.FFDGameObject.GetComponent <SpriteRenderer>().sprite.texture; foreach (Transform FFDCtrl in ffdStoreData.FFDCtrls) { FFDCtrl.transform.position = Puppet2D_Editor.FFDGameObject.transform.InverseTransformPoint(FFDCtrl.transform.position); } FFDControlsGrp.transform.position = Puppet2D_Editor.FFDGameObject.transform.position; FFDControlsGrp.transform.rotation = Puppet2D_Editor.FFDGameObject.transform.rotation; FFDControlsGrp.transform.localScale = Puppet2D_Editor.FFDGameObject.transform.localScale; //Puppet2D_Editor.FFDGameObject.transform.position = Vector3.zero; //Puppet2D_Editor.FFDGameObject.transform.rotation = Quaternion.identity; //Puppet2D_Editor.FFDGameObject.transform.localScale = Vector3.one; } if (ffdStoreData.FFDCtrls.Count < 3) { //Undo.DestroyObjectImmediate(ffdStoreData); return; } Puppet2D_CreatePolygonFromSprite polyFromSprite = ScriptableObject.CreateInstance("Puppet2D_CreatePolygonFromSprite") as Puppet2D_CreatePolygonFromSprite; List <Vector3> verts = new List <Vector3>(); for (int i = 0; i < ffdStoreData.FFDCtrls.Count(); i++) { if (ffdStoreData.FFDCtrls[i]) { verts.Add(new Vector3(ffdStoreData.FFDCtrls[i].position.x, ffdStoreData.FFDCtrls[i].position.y, 0)); } else { // Debug.LogWarning("A FFD control point has been removed, no mesh created"); // Undo.DestroyObjectImmediate(ffdStoreData); // return; } } GameObject newMesh; if (ffdStoreData.FFDPathNumber.Count > 0 && verts.Count > 2) { if (Puppet2D_Editor.FFDGameObject == null) { Puppet2D_Editor.FFDGameObject = new GameObject(); Undo.RegisterCreatedObjectUndo(Puppet2D_Editor.FFDGameObject, "newGameObject"); } Puppet2D_Editor._numberBonesToSkinToIndex = 0; string sortingLayer = ""; int sortingOrder = 0; if (Puppet2D_Editor.FFDGameObject.GetComponent <Renderer>()) { sortingLayer = Puppet2D_Editor.FFDGameObject.GetComponent <Renderer>().sortingLayerName; sortingOrder = Puppet2D_Editor.FFDGameObject.GetComponent <Renderer>().sortingOrder; } newMesh = polyFromSprite.MakeFromVerts(true, verts.ToArray(), ffdStoreData.FFDPathNumber, Puppet2D_Editor.FFDGameObject); if (Puppet2D_Editor.FFDGameObject.GetComponent <Renderer>()) { newMesh.GetComponent <Renderer>().sortingLayerName = sortingLayer; newMesh.GetComponent <Renderer>().sortingOrder = sortingOrder; } Puppet2D_Editor._numberBonesToSkinToIndex = 1; } else { //Undo.DestroyObjectImmediate(ffdStoreData); return; } Undo.DestroyObjectImmediate(polyFromSprite); if (Puppet2D_Editor.FFDGameObject) { if (spriteTexture != null) { newMesh.GetComponent <Renderer> ().sharedMaterial.mainTexture = spriteTexture; } else { newMesh.GetComponent <Renderer> ().sharedMaterial = new Material(Shader.Find("Unlit/Texture")); } newMesh.name = Puppet2D_Editor.FFDGameObject.name; ffdStoreData.FFDCtrls.Add(newMesh.transform); Undo.DestroyObjectImmediate(Puppet2D_Editor.FFDGameObject); } GameObject globalCtrl = Puppet2D_CreateControls.CreateGlobalControl(); Undo.SetTransformParent(FFDControlsGrp.transform, globalCtrl.transform, "parentToGlobal"); Undo.SetTransformParent(newMesh.transform, globalCtrl.transform, "parentToGlobal"); List <Object> newObjs = new List <Object>(); foreach (Transform tr in ffdStoreData.FFDCtrls) { if (tr) { newObjs.Add(tr.gameObject); } } Selection.objects = newObjs.ToArray(); Puppet2D_Editor._numberBonesToSkinToIndex = 1; //Undo.RecordObjects (newObjs.ToArray(), "recordingStuff"); //Undo.RegisterCompleteObjectUndo (newObjs.ToArray(), "recordingStuff"); Puppet2D_Skinning.BindSmoothSkin(); for (int i = 0; i < ffdStoreData.FFDCtrls.Count - 1; i++) { //Debug.Log(ffdStoreData.FFDCtrls[i]); if (ffdStoreData.FFDCtrls [i]) { Puppet2D_FFDLineDisplay ffdLine = ffdStoreData.FFDCtrls [i].GetComponent <Puppet2D_FFDLineDisplay> (); ffdLine.outputSkinnedMesh = newMesh.GetComponent <SkinnedMeshRenderer> (); for (int j = 0; j < ffdLine.outputSkinnedMesh.sharedMesh.vertices.Length; j++) { Vector3 vert = ffdLine.outputSkinnedMesh.sharedMesh.vertices [j]; if (Vector3.Distance(vert, ffdStoreData.FFDCtrls [i].transform.position) < .001f) { ffdStoreData.FFDCtrls [i].GetComponent <Puppet2D_FFDLineDisplay> ().vertNumber = j; } } Undo.SetTransformParent(ffdStoreData.FFDCtrls [i].parent.transform, FFDControlsGrp.transform, "parentFFDControls"); ffdStoreData.FFDCtrls [i].transform.localPosition = Vector3.zero; } } Selection.activeGameObject = ffdStoreData.FFDCtrls [ffdStoreData.FFDCtrls.Count - 1].gameObject; ffdStoreData.FFDCtrls.RemoveAt(ffdStoreData.FFDCtrls.Count - 1); Undo.RegisterCompleteObjectUndo(ffdStoreData, "changinEditable"); ffdStoreData.Editable = false; // Undo.DestroyObjectImmediate(ffdStoreData); if (globalCtrl.GetComponent <Puppet2D_GlobalControl>().AutoRefresh) { globalCtrl.GetComponent <Puppet2D_GlobalControl>().Init(); } }
public static void FFDFinishCreation() { if (ffdStoreData == null) { return; } Puppet2D_Editor.FFDCreation = false; CloseFFDPath(); Texture spriteTexture = null; //GameObject FFDControlsGrp = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName("FFD_Ctrls_GRP")); if (Puppet2D_Editor.FFDGameObject) { spriteTexture = Puppet2D_Editor.FFDGameObject.GetComponent <SpriteRenderer>().sprite.texture; // FFDControlsGrp.name = Puppet2D_Editor.GetUniqueBoneName(Puppet2D_Editor.FFDGameObject.GetComponent<SpriteRenderer>().sprite.texture.name); foreach (Transform FFDCtrl in ffdStoreData.FFDCtrls) { FFDCtrl.transform.position = Puppet2D_Editor.FFDGameObject.transform.InverseTransformPoint(FFDCtrl.transform.position); } FFDControlsGrp.transform.position = Puppet2D_Editor.FFDGameObject.transform.position; FFDControlsGrp.transform.rotation = Puppet2D_Editor.FFDGameObject.transform.rotation; FFDControlsGrp.transform.localScale = Puppet2D_Editor.FFDGameObject.transform.localScale; // FFDControlsGrp.transform.position = Vector3.zero; // FFDControlsGrp.transform.rotation = Quaternion.identity; // FFDControlsGrp.transform.localScale = Vector3.one; Puppet2D_Editor.FFDGameObject.transform.position = Vector3.zero; Puppet2D_Editor.FFDGameObject.transform.rotation = Quaternion.identity; Puppet2D_Editor.FFDGameObject.transform.localScale = Vector3.one; } if (ffdStoreData.FFDCtrls.Count < 3) { Undo.DestroyObjectImmediate(ffdStoreData); return; } Puppet2D_CreatePolygonFromSprite polyFromSprite = ScriptableObject.CreateInstance("Puppet2D_CreatePolygonFromSprite") as Puppet2D_CreatePolygonFromSprite; List <Vector3> verts = new List <Vector3>(); for (int i = 0; i < ffdStoreData.FFDCtrls.Count(); i++) { if (ffdStoreData.FFDCtrls[i]) { verts.Add(new Vector3(ffdStoreData.FFDCtrls[i].position.x, ffdStoreData.FFDCtrls[i].position.y, 0)); } else { Debug.LogWarning("A FFD control point has been removed, no mesh created"); Undo.DestroyObjectImmediate(ffdStoreData); return; } } GameObject newMesh; if (ffdStoreData.FFDPathNumber.Count > 0 && verts.Count > 2) { if (Puppet2D_Editor.FFDGameObject == null) { Puppet2D_Editor.FFDGameObject = new GameObject(); } Puppet2D_Editor._numberBonesToSkinToIndex = 0; string sortingLayer = ""; int sortingOrder = 0; if (Puppet2D_Editor.FFDGameObject.GetComponent <Renderer>()) { sortingLayer = Puppet2D_Editor.FFDGameObject.GetComponent <Renderer>().sortingLayerName; sortingOrder = Puppet2D_Editor.FFDGameObject.GetComponent <Renderer>().sortingOrder; } newMesh = polyFromSprite.MakeFromVerts(true, verts.ToArray(), ffdStoreData.FFDPathNumber, Puppet2D_Editor.FFDGameObject); if (Puppet2D_Editor.FFDGameObject.GetComponent <Renderer>()) { newMesh.GetComponent <Renderer>().sortingLayerName = sortingLayer; newMesh.GetComponent <Renderer>().sortingOrder = sortingOrder; } Puppet2D_Editor._numberBonesToSkinToIndex = 1; } else { Undo.DestroyObjectImmediate(ffdStoreData); return; } DestroyImmediate(polyFromSprite); if (Puppet2D_Editor.FFDGameObject) { newMesh.GetComponent <Renderer>().sharedMaterial.mainTexture = spriteTexture; newMesh.name = Puppet2D_Editor.FFDGameObject.name; ffdStoreData.FFDCtrls.Add(newMesh.transform); Undo.DestroyObjectImmediate(Puppet2D_Editor.FFDGameObject); } GameObject globalCtrl = Puppet2D_CreateControls.CreateGlobalControl(); FFDControlsGrp.transform.parent = globalCtrl.transform; List <Object> newObjs = new List <Object>(); foreach (Transform tr in ffdStoreData.FFDCtrls) { newObjs.Add(tr.gameObject); } Selection.objects = newObjs.ToArray(); Puppet2D_Editor._numberBonesToSkinToIndex = 1; Puppet2D_Skinning.BindSmoothSkin(); for (int i = 0; i < ffdStoreData.FFDCtrls.Count - 1; i++) { //Debug.Log(ffdStoreData.FFDCtrls[i]); ffdStoreData.FFDCtrls[i].GetComponent <Puppet2D_FFDLineDisplay>().outputSkinnedMesh = newMesh.GetComponent <SkinnedMeshRenderer>(); ffdStoreData.FFDCtrls[i].parent.transform.parent = FFDControlsGrp.transform; ffdStoreData.FFDCtrls[i].transform.localPosition = Vector3.zero; } Undo.DestroyObjectImmediate(ffdStoreData); if (globalCtrl.GetComponent <Puppet2D_GlobalControl>().AutoRefresh) { globalCtrl.GetComponent <Puppet2D_GlobalControl>().Init(); } }