예제 #1
0
        void UpdatePivot(SpriteFrame sprite, int selectPivot)
        {
            m_pivotIndex = selectPivot;
            sprite.CreateQuad();
            switch (selectPivot)
            {
            case 1:
                sprite.pivot = new Vector2(0.5f, 0.5f);
                break;

            case 2:
                sprite.pivot = new Vector2(0.5f, 1f);
                break;

            case 3:
                sprite.pivot = new Vector2(0f, 1f);
                break;

            case 4:
                sprite.pivot = new Vector2(1f, 1f);
                break;

            case 5:
                sprite.pivot = new Vector2(0f, 0.5f);
                break;

            case 6:
                sprite.pivot = new Vector2(1f, 0.5f);
                break;

            case 7:
                sprite.pivot = new Vector2(0.5f, 0f);
                break;

            case 8:
                sprite.pivot = new Vector2(0f, 0f);
                break;

            case 9:
                sprite.pivot = new Vector2(1f, 0f);
                break;
            }
        }
예제 #2
0
        static void ShowSpriteFrame(SpriteFrame frame, Material mat, DragonBoneData.SkinSlotDisplayData displayData, Transform slot, DragonBoneData.SlotData slotData)
        {
            SpriteFrame newFrame = (SpriteFrame)GameObject.Instantiate(frame);

            newFrame.atlasMat = mat;
            newFrame.CreateQuad();
            newFrame.frameName        = displayData.textureName;
            newFrame.name             = displayData.textureName;
            newFrame.pivot            = displayData.pivot;
            newFrame.transform.parent = slot;

            Vector3 localPos = Vector3.zero;

            if (!float.IsNaN(displayData.transform.x))
            {
                localPos.x = displayData.transform.x;
            }
            if (!float.IsNaN(displayData.transform.y))
            {
                localPos.y = displayData.transform.y;
            }
            newFrame.transform.localPosition = localPos;

            Vector3 localSc = Vector3.one;

            if (!float.IsNaN(displayData.transform.scx))
            {
                localSc.x = displayData.transform.scx;
            }
            if (!float.IsNaN(displayData.transform.scy))
            {
                localSc.y = displayData.transform.scy;
            }
            newFrame.transform.localScale = localSc;

            newFrame.color = slot.GetComponent <Slot>().color;

            if (!float.IsNaN(displayData.transform.rotate))
            {
                newFrame.transform.localRotation = Quaternion.Euler(0, 0, displayData.transform.rotate);
            }
        }
        /// <summary>
        /// Changes the sprite frame.
        /// </summary>
        /// <param name="spriteFrameName">Sprite frame name.</param>
        /// <param name="newTextureFrameName">New texture frame name.</param>
        public void ChangeSpriteFrame(string spriteFrameName, string newTextureFrameName)
        {
            Renderer attachment = GetAttachmentByName(spriteFrameName);

            if (!attachment)
            {
                return;
            }

            SpriteFrame  sf    = attachment.GetComponent <SpriteFrame>();
            TextureFrame frame = GetTextureFrameByName(newTextureFrameName);

            if (sf != null && frame != null)
            {
                sf.atlasMat = frame.material;
                attachment.sharedMaterial = frame.material;
                sf.frames[0] = frame;
                sf.frameName = newTextureFrameName;
                sf.UpdateVertex();
            }
        }
예제 #4
0
		/// <summary>
		/// update
		/// </summary>
		public void UpdateArmature(){
			int len = updateFrames.Length;
			for(int i=0;i<len;++i){
				SpriteFrame frame = updateFrames[i];
				if(frame&&frame.isActiveAndEnabled) frame.UpdateFrame();
			}

			len = updateMeshs.Length;
			for(int i=0;i<len;++i){
				SpriteMesh mesh = updateMeshs[i];
				if(mesh&&mesh.isActiveAndEnabled) mesh.UpdateMesh();
			}

			len = slots.Length;
			for(int i=0;i<len;++i){
				Slot slot = slots[i];
				if(slot && slot.isActiveAndEnabled){
					slot.UpdateSlot();
				}
			}
		}
        /// <summary>
        /// Changes the sprite frame.
        /// </summary>
        /// <param name="sf">Will replace SpriteFrame</param>
        /// <param name="texture">new Texture.</param>
        /// <param name="mat">Mat.</param>
        public void ChangeSpriteFrame(SpriteFrame sf, Texture texture, Material mat = null)
        {
            if (!sf || !texture)
            {
                return;
            }

            if (mat)
            {
                sf.atlasMat = mat;
            }
            sf.atlasMat.mainTexture   = texture;
            sf.frame.atlasTextureSize = new Vector2(texture.width, texture.height);
            sf.frame.material         = sf.atlasMat;
            sf.frame.rect.x           = 0f;
            sf.frame.rect.y           = 0f;
            sf.frame.rect.width       = texture.width;
            sf.frame.rect.height      = texture.height;
            sf.frame.frameSize        = new Rect(0, 0, texture.width, texture.height);
            sf.frame.isRotated        = false;
            sf.rect = sf.frame.frameSize;
        }
예제 #6
0
        /// <summary>
        /// update
        /// </summary>
        public void UpdateArmature()
        {
            int len = updateFrames.Length;

            for (int i = 0; i < len; ++i)
            {
                SpriteFrame frame = updateFrames[i];
                if (frame && frame.isActiveAndEnabled)
                {
                    frame.UpdateFrame();
                }
            }

            len = updateMeshs.Length;
            for (int i = 0; i < len; ++i)
            {
                SpriteMesh mesh = updateMeshs[i];
                if (mesh && mesh.isActiveAndEnabled)
                {
                    mesh.UpdateMesh();
                }
            }
        }
예제 #7
0
        public static void ShowSkins(ArmatureEditor armatureEditor)
        {
            if (armatureEditor.armatureData.skinDatas != null && armatureEditor.armatureData.skinDatas.Length > 0)
            {
                DragonBoneArmature armature            = armatureEditor.armature.GetComponent <DragonBoneArmature>();
                Dictionary <Texture2D, Material> matKV = new Dictionary <Texture2D, Material>();
                List <Material> mats = new List <Material>();
                //创建贴图集的材质
                Material atlasMat = null;
                if (armatureEditor.altasTexture)
                {
                    Material mat  = null;
                    string   path = AssetDatabase.GetAssetPath(armatureEditor.altasTexture);
                    path = path.Substring(0, path.LastIndexOf('.')) + "_Mat.mat";
                    mat  = AssetDatabase.LoadAssetAtPath <Material>(path);
                    if (!mat)
                    {
                        mat = new Material(Shader.Find("DragonBone/DragonBone Simple"));
                        AssetDatabase.CreateAsset(mat, path);
                    }
                    mat.mainTexture = armatureEditor.altasTexture;
                    matKV[armatureEditor.altasTexture] = mat;
                    atlasMat = mat;
                    mats.Add(mat);
                }

                if (armatureEditor.otherTextures != null && armatureEditor.otherTextures.Length > 0)
                {
                    for (int r = 0; r < armatureEditor.otherTextures.Length; ++r)
                    {
                        ArmatureEditor.Atlas atlas = armatureEditor.otherTextures[r];
                        Material             mat   = null;

                        string path = AssetDatabase.GetAssetPath(atlas.texture);
                        path = path.Substring(0, path.LastIndexOf('.')) + "_Mat.mat";
                        mat  = AssetDatabase.LoadAssetAtPath <Material>(path);
                        if (!mat)
                        {
                            mat = new Material(Shader.Find("DragonBone/DragonBone Simple"));
                            AssetDatabase.CreateAsset(mat, path);
                        }
                        mat.mainTexture      = atlas.texture;
                        matKV[atlas.texture] = mat;
                        mats.Add(mat);
                    }
                }

                //create Frames
                Dictionary <Texture2D, SpriteFrame> frameKV = new Dictionary <Texture2D, SpriteFrame>();
                List <TextureFrame> tfs = new List <TextureFrame>();

                SpriteFrame frame = null;
                if (armatureEditor.altasTextAsset != null)
                {
                    GameObject  go = new GameObject();
                    SpriteFrame sf = go.AddComponent <SpriteFrame>();
                    sf.atlasMat  = atlasMat;
                    sf.atlasText = armatureEditor.altasTextAsset;
                    sf.ParseAtlasText();
                    sf.CreateQuad();
                    frameKV[armatureEditor.altasTexture] = sf;
                    frame = sf;
                    tfs.AddRange(frame.frames);
                }
                if (armatureEditor.otherTextures != null && armatureEditor.otherTextures.Length > 0)
                {
                    for (int r = 0; r < armatureEditor.otherTextures.Length; ++r)
                    {
                        ArmatureEditor.Atlas atlas = armatureEditor.otherTextures[r];
                        GameObject           go    = new GameObject();
                        SpriteFrame          sf    = go.AddComponent <SpriteFrame>();
                        sf.atlasMat  = matKV[atlas.texture];
                        sf.atlasText = atlas.atlasText;
                        sf.ParseAtlasText();
                        sf.CreateQuad();
                        frameKV[atlas.texture] = sf;
                        tfs.AddRange(sf.frames);
                    }
                }

                List <SpriteMetaData> metaDatas = new List <SpriteMetaData>();
                List <SpriteRenderer> sprites   = new List <SpriteRenderer>();

                int meshSpriteCount = 0;
                int len             = armatureEditor.armatureData.skinDatas.Length;
                for (int i = 0; i < len; ++i)
                {
                    DragonBoneData.SkinData skinData = armatureEditor.armatureData.skinDatas[i];
                    for (int j = 0; j < skinData.slots.Length; ++j)
                    {
                        DragonBoneData.SkinSlotData skinSlotData = skinData.slots[j];
                        Transform slot = armatureEditor.slotsKV[skinSlotData.slotName];
                        DragonBoneData.SlotData slotData = armatureEditor.slotsDataKV[skinSlotData.slotName];
                        if (slot && skinSlotData.displays != null && skinSlotData.displays.Length > 0)
                        {
                            for (int k = 0; k < skinSlotData.displays.Length; ++k)
                            {
                                DragonBoneData.SkinSlotDisplayData displayData = skinSlotData.displays[k];
                                if (displayData.type != "image" && displayData.type != "mesh" && displayData.type != "boundingBox")
                                {
                                    continue;
                                }

                                if (displayData.type.Equals("boundingBox"))
                                {
                                    if (displayData.subType == "polygon")
                                    {
                                        ShowCustomCollider(displayData, slot, armatureEditor, slotData);
                                    }
                                    continue;
                                }

                                ArmatureEditor.Atlas atlas = armatureEditor.GetAtlasByTextureName(displayData.texturePath);
                                if (!armatureEditor.isSingleSprite)
                                {
                                    atlasMat = matKV[atlas.texture];
                                    frame    = frameKV[atlas.texture];
                                }

                                if (displayData.type == "image")
                                {
                                    if (armatureEditor.useUnitySprite)
                                    {
                                        if (armatureEditor.isSingleSprite)
                                        {
                                            Sprite sprite     = armatureEditor.spriteKV[displayData.textureName];
                                            string spritePath = AssetDatabase.GetAssetPath(sprite);
                                            if (displayData.pivot.x != 0 || displayData.pivot.y != 0)
                                            {
                                                TextureImporter textureImporter = AssetImporter.GetAtPath(spritePath) as TextureImporter;
                                                textureImporter.textureType         = TextureImporterType.Sprite;
                                                textureImporter.spriteImportMode    = SpriteImportMode.Single;
                                                textureImporter.spritePixelsPerUnit = 100;
                                                textureImporter.spritePivot         = new Vector2((displayData.pivot.x + sprite.rect.width / 2) / sprite.rect.width, (displayData.pivot.y + sprite.rect.height / 2) / sprite.rect.height);
                                                AssetDatabase.ImportAsset(spritePath, ImportAssetOptions.ForceUpdate);
                                            }
                                            sprites.Add(ShowUnitySpriteSingle(sprite, displayData, slot, slotData));
                                        }
                                        else
                                        {
                                            SpriteMetaData metaData = new SpriteMetaData();
                                            metaData.name   = displayData.textureName;
                                            metaData.rect   = frame.GetFrameByName(displayData.texturePath).rect;
                                            metaData.rect.y = armatureEditor.altasTexture.height - metaData.rect.y - metaData.rect.height;
                                            if (displayData.pivot.x != 0 || displayData.pivot.y != 0)
                                            {
                                                metaData.alignment = (int)SpriteAlignment.Custom;
                                                metaData.pivot     = new Vector2((displayData.pivot.x + metaData.rect.width / 2) / metaData.rect.width, (displayData.pivot.y + metaData.rect.height / 2) / metaData.rect.height);
                                            }
                                            metaDatas.Add(metaData);
                                            sprites.Add(ShowUnitySprite(atlasMat, displayData, slot, metaData, slotData));
                                        }
                                    }
                                    else
                                    {
                                        ShowSpriteFrame(frame, atlasMat, displayData, slot, slotData);
                                    }
                                }
                                else if (displayData.type == "mesh")
                                {
                                    TextureFrame textureFrame = new TextureFrame();
                                    if (armatureEditor.isSingleSprite)
                                    {
                                        Sprite sprite = armatureEditor.spriteKV[displayData.textureName];
                                        textureFrame.name             = displayData.textureName;
                                        textureFrame.frameSize        = sprite.rect;
                                        textureFrame.rect             = sprite.rect;
                                        textureFrame.atlasTextureSize = new Vector2(sprite.rect.width, sprite.rect.height);

                                        string path           = AssetDatabase.GetAssetPath(sprite);
                                        string materialFolder = path.Substring(0, path.LastIndexOf("/"));
                                        materialFolder = materialFolder.Substring(0, materialFolder.LastIndexOf("/")) + "/Materials/";
                                        if (!Directory.Exists(materialFolder))
                                        {
                                            Directory.CreateDirectory(materialFolder);
                                        }
                                        string matPath = materialFolder + sprite.name + "_Mat.mat";
                                        atlasMat = AssetDatabase.LoadAssetAtPath <Material>(matPath);
                                        if (!atlasMat)
                                        {
                                            atlasMat = new Material(Shader.Find("DragonBone/DragonBone Simple"));
                                            AssetDatabase.CreateAsset(atlasMat, matPath);
                                        }
                                        atlasMat.mainTexture = AssetDatabase.LoadAssetAtPath <Texture>(path);

                                        mats.Add(atlasMat);
                                        textureFrame.material = atlasMat;
                                        textureFrame.texture  = atlasMat.mainTexture;
                                        tfs.Add(textureFrame);
                                    }
                                    else
                                    {
                                        foreach (TextureFrame st in frame.frames)
                                        {
                                            if (st.name.Equals(displayData.textureName))
                                            {
                                                textureFrame = st;
                                                break;
                                            }
                                        }
                                    }
                                    if (textureFrame.rect.width > 0 && textureFrame.rect.height > 0 && atlasMat && atlasMat.mainTexture)
                                    {
                                        ShowSpriteMesh(textureFrame, atlasMat, displayData, slot, armatureEditor, slotData);
                                        ++meshSpriteCount;
                                    }
                                }
                            }
                            slot.GetComponent <Slot>().displayIndex = slotData.displayIndex;
                        }
                    }
                }
                armature.materials     = mats.ToArray();
                armature.textureFrames = tfs.ToArray();

                foreach (SpriteFrame sf in frameKV.Values)
                {
                    GameObject.DestroyImmediate(sf.gameObject);
                }

                if (armatureEditor.useUnitySprite)
                {
                    if (!armatureEditor.isSingleSprite)
                    {
                        if (metaDatas.Count > 0)
                        {
                            string          textureAtlasPath = AssetDatabase.GetAssetPath(armatureEditor.altasTexture);
                            TextureImporter textureImporter  = AssetImporter.GetAtPath(textureAtlasPath) as TextureImporter;
                            textureImporter.maxTextureSize      = 2048;
                            textureImporter.spritesheet         = metaDatas.ToArray();
                            textureImporter.textureType         = TextureImporterType.Sprite;
                            textureImporter.spriteImportMode    = SpriteImportMode.Multiple;
                            textureImporter.spritePixelsPerUnit = 100;
                            AssetDatabase.ImportAsset(textureAtlasPath, ImportAssetOptions.ForceUpdate);
                            Object[] savedSprites = AssetDatabase.LoadAllAssetsAtPath(textureAtlasPath);
                            foreach (Object obj in savedSprites)
                            {
                                Sprite objSprite = obj as Sprite;
                                if (objSprite)
                                {
                                    len = sprites.Count;
                                    for (int i = 0; i < len; ++i)
                                    {
                                        if (sprites[i].name.Equals(objSprite.name))
                                        {
                                            sprites[i].sprite = objSprite;
                                        }
                                    }
                                }
                            }
                        }
                    }
                    if (atlasMat != null)
                    {
                        if (meshSpriteCount == 0)
                        {
                            //can delete safely
                            foreach (Material mat in matKV.Values)
                            {
                                if (!armatureEditor.spriteMeshUsedMatKV.ContainsKey(mat))
                                {
                                    AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(mat));
                                }
                            }
                        }
                        else
                        {
                            foreach (SpriteRenderer sprite in sprites)
                            {
                                sprite.material = atlasMat;
                            }
                        }
                    }
                }
            }
        }
예제 #8
0
        //init
        public void InitShow()
        {
            ShowArmature.AddBones(this);
            ShowArmature.AddSlot(this);
            ShowArmature.ShowBones(this);
            ShowArmature.ShowSlots(this);
            ShowArmature.ShowSkins(this);
            ShowArmature.SetIKs(this);
            AnimFile.CreateAnimFile(this);

            DragonBoneArmature dba = _armature.GetComponent <DragonBoneArmature>();
            bool canDeleteArmature = false;

            if (armature && (dba.updateMeshs == null || dba.updateMeshs.Length == 0) &&
                (dba.updateFrames == null || dba.updateFrames.Length == 0))
            {
                canDeleteArmature = true;
            }

            Renderer[]        renders = _armature.GetComponentsInChildren <Renderer>();
            List <SpriteMesh> sms     = new List <SpriteMesh>();

            foreach (Renderer r in renders)
            {
                if (!r.enabled)
                {
                    r.enabled = true;
                    r.gameObject.SetActive(false);
                }
                else if (r.GetComponent <SpriteMesh>() != null)
                {
                    for (int i = 0; i < r.transform.childCount; ++i)
                    {
                        r.transform.GetChild(i).gameObject.SetActive(false);
                    }
                    sms.Add(r.GetComponent <SpriteMesh>());
                    canDeleteArmature = false;
                }
                else if (r.GetComponent <SpriteFrame>())
                {
                    //optimize memory
                    SpriteFrame  sf = r.GetComponent <SpriteFrame>();
                    TextureFrame tf = sf.frame;
                    sf.frames = new TextureFrame[] { tf };
                }
            }
            if (canDeleteArmature)
            {
//				Object.DestroyImmediate(dba);//don't destroy
            }
            else
            {
                dba.updateMeshs = sms.ToArray();
            }
            dba.attachments = renders;
            dba.slots       = slots.ToArray();
            dba.zSpace      = zoffset;
            dba.ResetSlotZOrder();

            string path = AssetDatabase.GetAssetPath(animTextAsset);

            path = path.Substring(0, path.LastIndexOf('/')) + "/" + _armature.name + ".prefab";
            GameObject prefab = AssetDatabase.LoadAssetAtPath <GameObject>(path);

            if (!prefab)
            {
                PrefabUtility.CreatePrefab(path, _armature.gameObject, ReplacePrefabOptions.ConnectToPrefab);
            }
            else
            {
                PrefabUtility.ReplacePrefab(_armature.gameObject, prefab, ReplacePrefabOptions.ConnectToPrefab);
            }
        }
예제 #9
0
        //init
        public void InitShow()
        {
            ShowArmature.AddBones(this);
            ShowArmature.AddSlot(this);
            ShowArmature.ShowBones(this);
            ShowArmature.ShowSlots(this);
            ShowArmature.ShowSkins(this);
            ShowArmature.SetIKs(this);
            AnimFile.CreateAnimFile(this);

            DragonBoneArmature dba = _armature.GetComponent <DragonBoneArmature>();

            //update slot display
            for (int s = 0; s < slots.Count; ++s)
            {
                slots[s].displayIndex = slots[s].displayIndex;
            }

            Renderer[] renders = _armature.GetComponentsInChildren <Renderer>(true);
            foreach (Renderer r in renders)
            {
                if (r.GetComponent <SpriteFrame>())
                {
                    //optimize memory
                    SpriteFrame  sf = r.GetComponent <SpriteFrame>();
                    TextureFrame tf = sf.frame;
                    sf.frames = new TextureFrame[] { tf };
                }
            }
            dba.attachments = renders;
            dba.slots       = slots.ToArray();
            dba.bones       = bones.ToArray();
            dba.zSpace      = zoffset;
            dba.ResetSlotZOrder();

            string path = AssetDatabase.GetAssetPath(animTextAsset);

            path = path.Substring(0, path.LastIndexOf('/')) + "/" + _armature.name;


            //create pose data
            PoseData poseData = ScriptableObject.CreateInstance <PoseData>();

            poseData.slotDatas = new PoseData.SlotData[slots.Count];
            for (int i = 0; i < slots.Count; ++i)
            {
                poseData.slotDatas[i]              = new PoseData.SlotData();
                poseData.slotDatas[i].color        = slots[i].color;
                poseData.slotDatas[i].displayIndex = slots[i].displayIndex;
                poseData.slotDatas[i].zorder       = slots[i].z;
            }
            poseData.boneDatas = new PoseData.TransformData[bones.Count];
            for (int i = 0; i < bones.Count; ++i)
            {
                poseData.boneDatas[i]          = new PoseData.TransformData();
                poseData.boneDatas[i].x        = bones[i].localPosition.x;
                poseData.boneDatas[i].y        = bones[i].localPosition.y;
                poseData.boneDatas[i].sx       = bones[i].localScale.x;
                poseData.boneDatas[i].sy       = bones[i].localScale.y;
                poseData.boneDatas[i].rotation = bones[i].localEulerAngles.z;
            }
            poseData.displayDatas = new PoseData.DisplayData[dba.attachments.Length];
            for (int i = 0; i < dba.attachments.Length; ++i)
            {
                poseData.displayDatas[i] = new PoseData.DisplayData();
                Renderer render = dba.attachments[i];

                SpriteFrame sf = render.GetComponent <SpriteFrame>();
                if (sf)
                {
                    poseData.displayDatas[i].type  = PoseData.AttachmentType.IMG;
                    poseData.displayDatas[i].color = sf.color;
                }
                else
                {
                    SpriteMesh sm = render.GetComponent <SpriteMesh>();
                    if (sm)
                    {
                        poseData.displayDatas[i].type   = PoseData.AttachmentType.MESH;
                        poseData.displayDatas[i].color  = sm.color;
                        poseData.displayDatas[i].vertex = sm.vertices;
                    }
                    else
                    {
                        SpriteRenderer sr = render.GetComponent <SpriteRenderer>();
                        if (sr)
                        {
                            poseData.displayDatas[i].type  = PoseData.AttachmentType.IMG;
                            poseData.displayDatas[i].color = sr.color;
                        }
                        else
                        {
                            poseData.displayDatas[i].type = PoseData.AttachmentType.BOX;
                        }
                    }
                }
                poseData.displayDatas[i].transform          = new PoseData.TransformData();
                poseData.displayDatas[i].transform.x        = render.transform.localPosition.x;
                poseData.displayDatas[i].transform.y        = render.transform.localPosition.y;
                poseData.displayDatas[i].transform.sx       = render.transform.localScale.x;
                poseData.displayDatas[i].transform.sy       = render.transform.localScale.y;
                poseData.displayDatas[i].transform.rotation = render.transform.localEulerAngles.z;
            }
            AssetDatabase.CreateAsset(poseData, path + "_Pose.asset");
            dba.poseData = poseData;


            string     prefabPath = path + ".prefab";
            GameObject prefab     = AssetDatabase.LoadAssetAtPath <GameObject>(prefabPath);

            if (!prefab)
            {
                PrefabUtility.CreatePrefab(prefabPath, _armature.gameObject, ReplacePrefabOptions.ConnectToPrefab);
            }
            else
            {
                PrefabUtility.ReplacePrefab(_armature.gameObject, prefab, ReplacePrefabOptions.ConnectToPrefab);
            }
        }
예제 #10
0
        public override void OnInspectorGUI()
        {
            DragonBoneArmature armature = target as DragonBoneArmature;

            if (armature == null)
            {
                return;
            }

            selectedOption = EditorGUILayout.Popup("Sorting Layer", selectedOption, sortingLayerNames);
            if (sortingLayerNames[selectedOption] != armature.sortingLayerName)
            {
                Undo.RecordObject(armature, "Sorting Layer");
                armature.sortingLayerName = sortingLayerNames[selectedOption];
                EditorUtility.SetDirty(armature);
            }
            int newSortingLayerOrder = EditorGUILayout.IntField("Order in Layer", armature.sortingOrder);

            if (newSortingLayerOrder != armature.sortingOrder)
            {
                Undo.RecordObject(armature, "Edit Sorting Order");
                armature.sortingOrder = newSortingLayerOrder;
                EditorUtility.SetDirty(armature);
            }
            if (GUILayout.Button("Update All Sorting Order", GUILayout.Height(20)))
            {
                foreach (Renderer render in armature.GetComponentsInChildren <Renderer>(true))
                {
                    render.sortingLayerName = armature.sortingLayerName;
                    render.sortingOrder     = armature.sortingOrder;
                    EditorUtility.SetDirty(render);

                    SpriteFrame sf = render.GetComponent <SpriteFrame>();
                    if (sf)
                    {
                        sf.sortingLayerName = armature.sortingLayerName;
                        sf.sortingOrder     = armature.sortingOrder;
                    }
                    else
                    {
                        SpriteMesh sm = render.GetComponent <SpriteMesh>();
                        if (sm)
                        {
                            sm.sortingLayerName = armature.sortingLayerName;
                            sm.sortingOrder     = armature.sortingOrder;
                        }
                    }
                }
                EditorUtility.SetDirty(armature);
                if (!string.IsNullOrEmpty(armature.gameObject.scene.name))
                {
                    UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene());
                }
            }

            serializedObject.Update();
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_FlipX"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_FlipY"), true);
            if (!Application.isPlaying)
            {
                EditorGUILayout.PropertyField(serializedObject.FindProperty("zSpace"), true);
            }
            EditorGUILayout.PropertyField(serializedObject.FindProperty("poseData"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("slots"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("bones"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("attachments"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("materials"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("textureFrames"), true);
            serializedObject.ApplyModifiedProperties();

            if (!Application.isPlaying)
            {
                if (armature.flipX != flipX)
                {
                    armature.flipX = armature.flipX;
                    flipX          = armature.flipX;
                    if (!string.IsNullOrEmpty(armature.gameObject.scene.name))
                    {
                        UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene());
                    }
                }
                if (armature.flipY != flipY)
                {
                    armature.flipY = armature.flipY;
                    flipY          = armature.flipY;
                    if (!string.IsNullOrEmpty(armature.gameObject.scene.name))
                    {
                        UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene());
                    }
                }
                if (armature.zSpace != zspace)
                {
                    zspace = armature.zSpace;
                    armature.ResetSlotZOrder();
                    if (!string.IsNullOrEmpty(armature.gameObject.scene.name))
                    {
                        UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(UnityEditor.SceneManagement.EditorSceneManager.GetActiveScene());
                    }
                }
            }
        }
예제 #11
0
        public override void OnInspectorGUI()
        {
            SpriteFrame sprite = target as SpriteFrame;

            serializedObject.Update();
            EditorGUILayout.PropertyField(serializedObject.FindProperty("atlasText"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("atlasMat"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("textureScale"), true);
            EditorGUILayout.BeginVertical();

            if (sprite.frames != null && sprite.frames.Length > 0)
            {
                //显示frameName列表
                string[] list = new string[sprite.frames.Length];
                for (int i = 0; i < sprite.frames.Length; ++i)
                {
                    list[i] = sprite.frames[i].name;
                }
                int selectIndex = EditorGUILayout.Popup("Frame", m_frameIndex, list);
                if (selectIndex != m_frameIndex)
                {
                    m_frameIndex = selectIndex;
                    sprite.CreateQuad();
                    sprite.frameName = sprite.frames[m_frameIndex].name;
                    UpdatePivot(sprite, m_pivotIndex);
                }
            }
            bool   create    = (sprite.frames == null || sprite.frames.Length == 0);
            string btnString = create?"Create SpriteFrame" : "Update SpriteFrame";

            if (GUILayout.Button(btnString))
            {
                sprite.ParseAtlasText();
                if (sprite.atlasText != null && sprite.atlasMat != null && sprite.atlasMat.mainTexture != null)
                {
                    sprite.ParseAtlasText();
                    if (sprite.frames.Length > 0)
                    {
                        sprite.CreateQuad();
                        if (create)
                        {
                            sprite.frameName = sprite.frames[0].name;
                            sprite.pivot     = new Vector2(0.5f, 0.5f);
                        }
                        else
                        {
                            sprite.frameName = sprite.frameName;
                        }
                    }
                }
            }
            EditorGUILayout.EndVertical();
            EditorGUILayout.Space();
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_textureSize"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_uvOffset"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_pivot"), true);
            if (sprite.frames != null && !string.IsNullOrEmpty(sprite.frameName))
            {
                //			"None","CENTER","TOP","TOP_LEFT","TOP_RIGHT",
                //			"LEFT","RIGHT","BOTTOM","BOTTOM_LEFT","BOTTOM_RIGHT"
                int selectPivot = EditorGUILayout.Popup("Auto Pivot", m_pivotIndex, posList);
                if (selectPivot != m_pivotIndex)
                {
                    UpdatePivot(sprite, selectPivot);
                    sprite.frameName = sprite.frameName;
                }
            }
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_color"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_brightness"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_sortingLayerName"), true);
            EditorGUILayout.PropertyField(serializedObject.FindProperty("m_soringOrder"), true);
            serializedObject.ApplyModifiedProperties();
        }
예제 #12
0
        /// <summary>
        /// Sets to pose.
        /// </summary>
        public void SetToPose()
        {
            if (poseData)
            {
                for (int i = 0; i < poseData.boneDatas.Length && i < bones.Length; ++i)
                {
                    Transform bone = bones[i];
                    if (bone)
                    {
                        PoseData.TransformData transData = poseData.boneDatas[i];
                        bone.localPosition    = new Vector3(transData.x, transData.y, bone.localPosition.z);
                        bone.localScale       = new Vector3(transData.sx, transData.sy, bone.localScale.z);
                        bone.localEulerAngles = new Vector3(bone.localEulerAngles.x, bone.localEulerAngles.y, transData.rotation);
                    }
                }
                for (int i = 0; i < poseData.slotDatas.Length && i < slots.Length; ++i)
                {
                    Slot slot = slots[i];
                    if (slot)
                    {
                        slot.color        = poseData.slotDatas[i].color;
                        slot.displayIndex = poseData.slotDatas[i].displayIndex;
                        slot.z            = poseData.slotDatas[i].zorder;
                    }
                }
                for (int i = 0; i < poseData.displayDatas.Length && i < attachments.Length; ++i)
                {
                    Renderer r = attachments[i];
                    if (r)
                    {
                        Transform trans = r.transform;
                        PoseData.TransformData transData = poseData.displayDatas[i].transform;
                        trans.localPosition    = new Vector3(transData.x, transData.y, trans.localPosition.z);
                        trans.localScale       = new Vector3(transData.sx, transData.sy, trans.localScale.z);
                        trans.localEulerAngles = new Vector3(trans.localEulerAngles.x, trans.localEulerAngles.y, transData.rotation);

                        PoseData.DisplayData displayData = poseData.displayDatas[i];
                        switch (displayData.type)
                        {
                        case PoseData.AttachmentType.IMG:
                            SpriteFrame sf = r.GetComponent <SpriteFrame>();
                            if (sf)
                            {
                                sf.color = displayData.color;
                            }
                            else
                            {
                                SpriteRenderer sr = r.GetComponent <SpriteRenderer>();
                                if (sr)
                                {
                                    sr.color = displayData.color;
                                }
                            }
                            break;

                        case PoseData.AttachmentType.MESH:
                            SpriteMesh sm = r.GetComponent <SpriteMesh>();
                            sm.vertices = displayData.vertex;
                            for (int j = 0; j < sm.vertControlTrans.Length && j < sm.vertices.Length; ++j)
                            {
                                Transform vctr = sm.vertControlTrans[j];
                                if (vctr)
                                {
                                    vctr.localPosition = sm.vertices[j];
                                }
                            }
                            break;
                        }
                    }
                }
            }
            ResetSlotZOrder();
        }