Exemplo n.º 1
0
 void FindRenderer()
 {
     if (skeletonRenderer.objectReferenceValue == null)
     {
         SkeletonRenderer parentRenderer = component.GetComponentInParent <SkeletonRenderer>();
         if (parentRenderer != null)
         {
             skeletonRenderer.objectReferenceValue = (UnityEngine.Object)parentRenderer;
         }
     }
 }
Exemplo n.º 2
0
        override public void OnInspectorGUI()
        {
            if (serializedObject.isEditingMultipleObjects)
            {
                if (needsReset)
                {
                    needsReset = false;
                    foreach (var o in targets)
                    {
                        var bf = (BoneFollower)o;
                        bf.Initialize();
                        bf.LateUpdate();
                    }
                    SceneView.RepaintAll();
                }

                EditorGUI.BeginChangeCheck();
                DrawDefaultInspector();
                needsReset |= EditorGUI.EndChangeCheck();
                return;
            }

            if (needsReset && UnityEngine.Event.current.type == EventType.Layout)
            {
                targetBoneFollower.Initialize();
                targetBoneFollower.LateUpdate();
                needsReset = false;
                SceneView.RepaintAll();
            }
            serializedObject.Update();

            // Find Renderer
            if (skeletonRenderer.objectReferenceValue == null)
            {
                SkeletonRenderer parentRenderer = targetBoneFollower.GetComponentInParent <SkeletonRenderer>();
                if (parentRenderer != null && parentRenderer.gameObject != targetBoneFollower.gameObject)
                {
                    skeletonRenderer.objectReferenceValue = parentRenderer;
                    Debug.Log("Inspector automatically assigned BoneFollower.SkeletonRenderer");
                }
            }

            EditorGUILayout.PropertyField(skeletonRenderer);
            var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;

            if (skeletonRendererReference != null)
            {
                if (skeletonRendererReference.gameObject == targetBoneFollower.gameObject)
                {
                    skeletonRenderer.objectReferenceValue = null;
                    EditorUtility.DisplayDialog("Invalid assignment.", "BoneFollower can only follow a skeleton on a separate GameObject.\n\nCreate a new GameObject for your BoneFollower, or choose a SkeletonRenderer from a different GameObject.", "Ok");
                }
            }

            if (targetBoneFollower.valid)
            {
                EditorGUI.BeginChangeCheck();
                EditorGUILayout.PropertyField(boneName);
                needsReset |= EditorGUI.EndChangeCheck();

                EditorGUILayout.PropertyField(followBoneRotation);
                EditorGUILayout.PropertyField(followZPosition);
                EditorGUILayout.PropertyField(followLocalScale);
                EditorGUILayout.PropertyField(followSkeletonFlip);
            }
            else
            {
                var boneFollowerSkeletonRenderer = targetBoneFollower.skeletonRenderer;
                if (boneFollowerSkeletonRenderer == null)
                {
                    EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonAnimator).", MessageType.Warning);
                }
                else
                {
                    boneFollowerSkeletonRenderer.Initialize(false);

                    if (boneFollowerSkeletonRenderer.skeletonDataAsset == null)
                    {
                        EditorGUILayout.HelpBox("Assigned SkeletonRenderer does not have SkeletonData assigned to it.", MessageType.Warning);
                    }

                    if (!boneFollowerSkeletonRenderer.valid)
                    {
                        EditorGUILayout.HelpBox("Assigned SkeletonRenderer is invalid. Check target SkeletonRenderer, its SkeletonDataAsset or the console for other errors.", MessageType.Warning);
                    }
                }
            }

            var  current = UnityEngine.Event.current;
            bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");

            if (wasUndo)
            {
                targetBoneFollower.Initialize();
            }

            serializedObject.ApplyModifiedProperties();
        }