void OnDestroy() { SceneView.onSceneGUIDelegate -= this.OnSceneGUI; EditorPrefs.SetFloat("Puppet2D_EditorBoneSize", BoneSize); EditorPrefs.SetFloat("Puppet2D_EditorControlSize", ControlSize); EditorPrefs.SetFloat("Puppet2D_EditorVertexHandleSize", VertexHandleSize); Puppet2D_Selection.SetSelectionString(); }
void OnEnable() { BoneSize = EditorPrefs.GetFloat("Puppet2D_EditorBoneSize", 0.85f); ControlSize = EditorPrefs.GetFloat("Puppet2D_EditorControlSize", 0.85f); VertexHandleSize = EditorPrefs.GetFloat("Puppet2D_EditorVertexHandleSize", 0.8f); BoneCreation = EditorPrefs.GetBool("Puppet2D_BoneCreation", false); _boneSortingIndex = EditorPrefs.GetInt("Puppet2D_BoneLayer", 0); _controlSortingIndex = EditorPrefs.GetInt("Puppet2D_ControlLayer", 0); Puppet2D_Selection.GetSelectionString(); }
public static void SaveSelectionLoad(object index) { Puppet2D_Selection.GetSelectionString(); string[] goNames = Puppet2D_Editor.selectedControls[(int)index].ToArray(); List <GameObject> gos = new List <GameObject>(); foreach (string goName in goNames) { gos.Add(GameObject.Find(goName)); } Selection.objects = gos.ToArray(); gos.Clear(); SetSelectionString(); }
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(); * }*/ } } }