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 CreateSplineTool() { Puppet2D_Editor.SplineCreation = true; SplineCreationGroup = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName("spline_GRP")); Undo.RegisterCreatedObjectUndo(SplineCreationGroup, "undo create Spline"); splineStoreData = SplineCreationGroup.AddComponent <Puppet2D_FFDStoreData>(); }
static void MakeClav(GameObject parentTo, string boneName) { Selection.activeObject = parentTo; Puppet2D_BoneCreation.CreateBoneTool(); Puppet2D_BoneCreation.BoneCreationMode(parentTo.transform.position + Vector3.one * .1f); Puppet2D_BoneCreation.BoneFinishCreation(); GameObject clav = GameObject.Find("bone_1"); clav.name = boneName; }
public static void FFDCreationMode(Vector3 mousePos) { string newCtrlName = "FFD_CTRL"; string newCtrlGRPName = "FFD_CTRL_GRP"; if (Puppet2D_Editor.FFDGameObject) { newCtrlName = Puppet2D_Editor.FFDGameObject.name + "_Ctrl"; newCtrlGRPName = Puppet2D_Editor.FFDGameObject.name + "_Ctrl_GRP"; } GameObject newCtrl = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName(newCtrlName)); GameObject newCtrlGRP = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName(newCtrlGRPName)); newCtrl.transform.parent = newCtrlGRP.transform; Undo.RegisterCreatedObjectUndo(newCtrl, "Created newCtrl"); Undo.RegisterCreatedObjectUndo(newCtrlGRP, "Created newCtrlGRP"); Undo.RecordObject(ffdStoreData, "Adding FFD Control"); ffdStoreData.FFDCtrls.Add(newCtrl.transform); Puppet2D_FFDLineDisplay ffdline = newCtrl.AddComponent <Puppet2D_FFDLineDisplay>(); if (ffdStoreData.FFDCtrls.Count > 1) { if (ffdStoreData.FFDPathNumber.Count > 0) { if (ffdStoreData.FFDCtrls.Count - 1 > ffdStoreData.FFDPathNumber[ffdStoreData.FFDPathNumber.Count - 1]) { ffdline.target = ffdStoreData.FFDCtrls[ffdStoreData.FFDCtrls.Count - 2]; } } else { ffdline.target = ffdStoreData.FFDCtrls[ffdStoreData.FFDCtrls.Count - 2]; } } newCtrlGRP.transform.position = new Vector3(mousePos.x, mousePos.y, 0); SpriteRenderer spriteRenderer = newCtrl.AddComponent <SpriteRenderer>(); spriteRenderer.sortingLayerName = Puppet2D_Editor._controlSortingLayer; string path = (Puppet2D_Editor._puppet2DPath + "/Textures/GUI/ffdBone.psd"); Sprite sprite = AssetDatabase.LoadAssetAtPath(path, typeof(Sprite)) as Sprite; spriteRenderer.sprite = sprite; spriteRenderer.sortingLayerName = Puppet2D_Editor._controlSortingLayer; }
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 FFDSetFirstPath() { FFDControlsGrp = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName("FFD_Ctrls_GRP")); Undo.RegisterCreatedObjectUndo(FFDControlsGrp, "undo create FFD"); ffdStoreData = FFDControlsGrp.AddComponent <Puppet2D_FFDStoreData>(); ffdStoreData.OriginalSpritePosition = Puppet2D_Editor.FFDGameObject.transform.position; Puppet2D_Editor.FFDGameObject.transform.position = new Vector3(ffdStoreData.OriginalSpritePosition.x, ffdStoreData.OriginalSpritePosition.y, 0); if ((Puppet2D_Editor.FFDGameObject != null) && Puppet2D_Editor.FFDGameObject.GetComponent <PolygonCollider2D>()) { Vector2[] firstPath = Puppet2D_Editor.FFDGameObject.GetComponent <PolygonCollider2D>().GetPath(0); foreach (Vector2 pos in firstPath) { FFDCreationMode(pos); } CloseFFDPath(); } }
public static void SplineCreationMode(Vector3 mousePos) { GameObject newCtrl = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName("spline_Ctrl")); Undo.RegisterCreatedObjectUndo(newCtrl, "Created newCtrl"); GameObject newCtrlGrp = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName("spline_Ctrl_GRP")); Undo.RegisterCreatedObjectUndo(newCtrlGrp, "Created newCtrlGrp"); newCtrl.transform.parent = newCtrlGrp.transform; Undo.RecordObject(splineStoreData, "Adding To Spline Control"); splineStoreData.FFDCtrls.Add(newCtrl.transform); // start and end if (splineStoreData.FFDCtrls.Count == 1) { GameObject tangentCtrl = new GameObject(Puppet2D_BoneCreation.GetUniqueBoneName("spline_Tangent")); Undo.RegisterCreatedObjectUndo(tangentCtrl, "Created splineTangent"); splineStoreData.FFDCtrls.Add(tangentCtrl.transform); tangentCtrl.transform.parent = splineStoreData.FFDCtrls[0].transform; } newCtrlGrp.transform.position = mousePos; newCtrlGrp.transform.position = new Vector3(newCtrlGrp.transform.position.x, newCtrlGrp.transform.position.y, 0); SpriteRenderer spriteRenderer = newCtrl.AddComponent <SpriteRenderer>(); spriteRenderer.sortingLayerName = Puppet2D_Editor._controlSortingLayer; string path = (Puppet2D_Editor._puppet2DPath + "/Textures/GUI/splineMiddleControl.psd"); if (splineStoreData.FFDCtrls.Count == 2) { path = (Puppet2D_Editor._puppet2DPath + "/Textures/GUI/splineControl.psd"); } Sprite sprite = AssetDatabase.LoadAssetAtPath(path, typeof(Sprite)) as Sprite; spriteRenderer.sprite = sprite; }
public static void IKCreateTool(bool worldSpace = false) { GameObject bone = Selection.activeObject as GameObject; if (bone) { if (bone.GetComponent <SpriteRenderer>()) { if (!bone.GetComponent <SpriteRenderer>().sprite.name.Contains("Bone")) { Debug.LogWarning("This is not a Puppet2D Bone"); return; } } else { Debug.LogWarning("This is not a Puppet2D Bone"); return; } } else { Debug.LogWarning("This is not a Puppet2D Bone"); return; } GameObject globalCtrl = CreateGlobalControl(); foreach (Puppet2D_ParentControl parentControl in globalCtrl.GetComponent <Puppet2D_GlobalControl>()._ParentControls) { if ((parentControl.bone.transform == bone.transform) || (parentControl.bone.transform == bone.transform.parent.transform)) { Debug.LogWarning("Can't create a IK Control on Bone; it alreay has an Parent Control"); return; } } foreach (Puppet2D_IKHandle ikhandle in globalCtrl.GetComponent <Puppet2D_GlobalControl>()._Ikhandles) { if ((ikhandle.bottomJointTransform == bone.transform) || (ikhandle.middleJointTransform == bone.transform) || (ikhandle.topJointTransform == bone.transform)) { Debug.LogWarning("Can't create a IK Control on Bone; it alreay has an IK handle"); return; } } GameObject IKRoot = null; if (bone.transform.parent && bone.transform.parent.transform.parent && bone.transform.parent.transform.parent.GetComponent <SpriteRenderer>() && bone.transform.parent.transform.parent.GetComponent <SpriteRenderer>().sprite != null && bone.transform.parent.transform.parent.GetComponent <SpriteRenderer>().sprite.name.Contains("Bone")) { IKRoot = bone.transform.parent.transform.parent.gameObject; } if (IKRoot == null) { Debug.LogWarning("You need to select the end of a chain of three bones"); return; } // CHECK IF TOP BONE HAS AN IK ATTACHED Puppet2D_GlobalControl[] globalCtrls = GameObject.FindObjectsOfType <Puppet2D_GlobalControl>(); foreach (Puppet2D_GlobalControl glblCtrl in globalCtrls) { foreach (Puppet2D_IKHandle ik in glblCtrl._Ikhandles) { if (ik.topJointTransform == bone.transform.parent.transform.parent) { Debug.LogWarning(bone.transform.parent.transform.parent.name + " already has an IK control"); return; } } foreach (Puppet2D_SplineControl splineCtrl in glblCtrl._SplineControls) { foreach (GameObject splineBone in splineCtrl.bones) { if (splineBone.transform == bone.transform.parent.transform.parent) { Debug.LogWarning(bone.transform.parent.transform.parent.name + " has a Spline control attached, please make sure there are at least 3 bones after the spline bone"); return; } } } } // CHECK TO SEE IF THE BOTTOM BONE IS POINTING AT THE MIDDLE BONE if (bone.transform.parent.transform.parent.rotation != Quaternion.LookRotation(bone.transform.parent.transform.position - bone.transform.parent.transform.parent.position, Vector3.forward) * Quaternion.AngleAxis(90, Vector3.right)) { //if(bone.transform.parent.transform.parent); Puppet2D_BoneCreation.sortOutBoneHierachy(bone.transform.parent.gameObject, true); } if (bone.transform.parent.rotation != Quaternion.LookRotation(bone.transform.position - bone.transform.parent.position, Vector3.forward) * Quaternion.AngleAxis(90, Vector3.right)) { //if(bone.transform.parent.transform.parent); Puppet2D_BoneCreation.sortOutBoneHierachy(bone, true); } GameObject control = new GameObject(); Undo.RegisterCreatedObjectUndo(control, "Created control"); control.name = (bone.name + "_CTRL"); GameObject controlGroup = new GameObject(); Undo.RegisterCreatedObjectUndo(controlGroup, "new control grp"); controlGroup.name = (bone.name + "_CTRL_GRP"); control.transform.parent = controlGroup.transform; controlGroup.transform.position = bone.transform.position; if (!worldSpace) { controlGroup.transform.rotation = bone.transform.rotation; } GameObject poleVector = new GameObject(); Undo.RegisterCreatedObjectUndo(poleVector, "Created polevector"); poleVector.name = (bone.name + "_POLE"); SpriteRenderer spriteRenderer = control.AddComponent <SpriteRenderer>(); string path = (Puppet2D_Editor._puppet2DPath + "/Textures/GUI/IKControl.psd"); Sprite sprite = AssetDatabase.LoadAssetAtPath(path, typeof(Sprite)) as Sprite; spriteRenderer.sprite = sprite; spriteRenderer.sortingLayerName = Puppet2D_Editor._controlSortingLayer; // store middle bone position to check if it needs flipping Vector3 middleBonePos = bone.transform.parent.transform.position; Puppet2D_IKHandle ikHandle = control.AddComponent <Puppet2D_IKHandle>(); ikHandle.topJointTransform = IKRoot.transform; ikHandle.middleJointTransform = bone.transform.parent.transform; ikHandle.bottomJointTransform = bone.transform; ikHandle.poleVector = poleVector.transform; ikHandle.scaleStart[0] = IKRoot.transform.localScale; ikHandle.scaleStart[1] = IKRoot.transform.GetChild(0).localScale; ikHandle.OffsetScale = bone.transform.localScale; if (worldSpace) { ikHandle.Offset = ikHandle.bottomJointTransform.rotation; } if (bone.GetComponent <SpriteRenderer>().sprite.name.Contains("Bone")) { ikHandle.AimDirection = Vector3.forward; ikHandle.UpDirection = Vector3.right; } else { Debug.LogWarning("This is not a Puppet2D Bone"); ikHandle.AimDirection = Vector3.right; ikHandle.UpDirection = Vector3.up; } //if (bone.transform.parent.transform.position.x < IKRoot.transform.position.x) Selection.activeObject = ikHandle; controlGroup.transform.parent = globalCtrl.transform; poleVector.transform.parent = globalCtrl.transform; if (globalCtrl.GetComponent <Puppet2D_GlobalControl>().AutoRefresh) { globalCtrl.GetComponent <Puppet2D_GlobalControl>().Init(); } else { globalCtrl.GetComponent <Puppet2D_GlobalControl>()._Ikhandles.Add(ikHandle); } //fix from now on for 180 flip globalCtrl.GetComponent <Puppet2D_GlobalControl>()._flipCorrection = -1; globalCtrl.GetComponent <Puppet2D_GlobalControl>().Run(); if ((Vector3.Distance(bone.transform.parent.transform.position, middleBonePos) > 0.0001f)) { ikHandle.Flip = true; } }
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>().InitializeArrays(); globalCtrl.GetComponent <Puppet2D_GlobalControl>().Run(); Undo.DestroyObjectImmediate(splineStoreData); splineStoreData.FFDCtrls.Clear(); // parent spline bones Puppet2D_HiddenBone[] hiddenBones = GameObject.FindObjectsOfType <Puppet2D_HiddenBone>(); 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; } } } } }