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- /******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable, and
- * non-transferable license to use, install, execute, and perform the Spine
- * Runtimes software and derivative works solely for personal or internal
- * use. Without the written permission of Esoteric Software (see Section 2 of
- * the Spine Software License Agreement), you may not (a) modify, translate,
- * adapt, or develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes or (b) remove,
- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
- * or other intellectual property or proprietary rights notices on or in the
- * Software, including any copy thereof. Redistributions in binary or source
- * form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
- * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
- * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-
- // Contributed by: Mitch Thompson
-
- using UnityEngine;
- using System;
- using System.Collections;
-
- namespace Spine.Unity {
-
- [AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = false)]
- public abstract class SpineAttributeBase : PropertyAttribute {
- public string dataField = "";
- public string startsWith = "";
- public bool includeNone = true;
- public bool fallbackToTextField = false;
- }
-
- public class SpineSlot : SpineAttributeBase {
- public bool containsBoundingBoxes = false;
-
- /// <summary>
- /// Smart popup menu for Spine Slots
- /// </summary>
- /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
- /// <param name="containsBoundingBoxes">Disables popup results that don't contain bounding box attachments when true.</param>
- /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
- /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
- /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
- /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
- /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
- /// </param>
- public SpineSlot (string startsWith = "", string dataField = "", bool containsBoundingBoxes = false, bool includeNone = true, bool fallbackToTextField = false) {
- this.startsWith = startsWith;
- this.dataField = dataField;
- this.containsBoundingBoxes = containsBoundingBoxes;
- this.includeNone = includeNone;
- this.fallbackToTextField = fallbackToTextField;
- }
- }
-
- public class SpineEvent : SpineAttributeBase {
- /// <summary>
- /// Smart popup menu for Spine Events (Spine.EventData)
- /// </summary>
- /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
- /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
- /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
- /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
- /// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
- /// </param>
- /// <param name="fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
- public SpineEvent (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
- this.startsWith = startsWith;
- this.dataField = dataField;
- this.includeNone = includeNone;
- this.fallbackToTextField = fallbackToTextField;
- }
- }
-
- public class SpineIkConstraint : SpineAttributeBase {
- /// <summary>
- /// Smart popup menu for Spine IK Constraints (Spine.IkConstraint)
- /// </summary>
- /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
- /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
- /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
- /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
- /// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
- /// </param>
- /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
- public SpineIkConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
- this.startsWith = startsWith;
- this.dataField = dataField;
- this.includeNone = includeNone;
- this.fallbackToTextField = fallbackToTextField;
- }
- }
-
- public class SpinePathConstraint : SpineAttributeBase {
- /// <summary>
- /// Smart popup menu for Spine Events (Spine.PathConstraint)
- /// </summary>
- /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
- /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
- /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
- /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
- /// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
- /// </param>
- public SpinePathConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
- this.startsWith = startsWith;
- this.dataField = dataField;
- this.includeNone = includeNone;
- this.fallbackToTextField = fallbackToTextField;
- }
- }
-
- public class SpineTransformConstraint : SpineAttributeBase {
- /// <summary>
- /// Smart popup menu for Spine Transform Constraints (Spine.TransformConstraint)
- /// </summary>
- /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
- /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
- /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
- /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
- /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
- /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
- /// </param>
- public SpineTransformConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
- this.startsWith = startsWith;
- this.dataField = dataField;
- this.includeNone = includeNone;
- this.fallbackToTextField = fallbackToTextField;
- }
- }
-
- public class SpineSkin : SpineAttributeBase {
- /// <summary>
- /// Smart popup menu for Spine Skins
- /// </summary>
- /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
- /// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
- /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
- /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
- /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
- /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
- /// </param>
- public SpineSkin (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
- this.startsWith = startsWith;
- this.dataField = dataField;
- this.includeNone = includeNone;
- this.fallbackToTextField = fallbackToTextField;
- }
- }
- public class SpineAnimation : SpineAttributeBase {
- /// <summary>
- /// Smart popup menu for Spine Animations
- /// </summary>
- /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
- /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
- /// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
- /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
- /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
- /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
- /// </param>
- public SpineAnimation (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
- this.startsWith = startsWith;
- this.dataField = dataField;
- this.includeNone = includeNone;
- this.fallbackToTextField = fallbackToTextField;
- }
- }
-
- public class SpineAttachment : SpineAttributeBase {
- public bool returnAttachmentPath = false;
- public bool currentSkinOnly = false;
- public bool placeholdersOnly = false;
- public string skinField = "";
- public string slotField = "";
-
- /// <summary>
- /// Smart popup menu for Spine Attachments
- /// </summary>
- /// <param name="currentSkinOnly">Filters popup results to only include the current Skin. Only valid when a SkeletonRenderer is the data source.</param>
- /// <param name="returnAttachmentPath">Returns a fully qualified path for an Attachment in the format "Skin/Slot/AttachmentName". This path format is only used by the SpineAttachment helper methods like SpineAttachment.GetAttachment and .GetHierarchy. Do not use full path anywhere else in Spine's system.</param>
- /// <param name="placeholdersOnly">Filters popup results to exclude attachments that are not children of Skin Placeholders</param>
- /// <param name="slotField">If specified, a locally scoped field with the name supplied by in slotField will be used to limit the popup results to children of a named slot</param>
- /// <param name="skinField">If specified, a locally scoped field with the name supplied by in skinField will be used to limit the popup results to entries of the named skin</param>
- /// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
- /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
- /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
- /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
- /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
- /// </param>
- public SpineAttachment (bool currentSkinOnly = true, bool returnAttachmentPath = false, bool placeholdersOnly = false, string slotField = "", string dataField = "", string skinField = "", bool includeNone = true, bool fallbackToTextField = false) {
- this.currentSkinOnly = currentSkinOnly;
- this.returnAttachmentPath = returnAttachmentPath;
- this.placeholdersOnly = placeholdersOnly;
- this.slotField = slotField;
- this.dataField = dataField;
- this.skinField = skinField;
- this.includeNone = includeNone;
- this.fallbackToTextField = fallbackToTextField;
- }
-
- public static SpineAttachment.Hierarchy GetHierarchy (string fullPath) {
- return new SpineAttachment.Hierarchy(fullPath);
- }
-
- public static Spine.Attachment GetAttachment (string attachmentPath, Spine.SkeletonData skeletonData) {
- var hierarchy = SpineAttachment.GetHierarchy(attachmentPath);
- return string.IsNullOrEmpty(hierarchy.name) ? null : skeletonData.FindSkin(hierarchy.skin).GetAttachment(skeletonData.FindSlotIndex(hierarchy.slot), hierarchy.name);
- }
-
- public static Spine.Attachment GetAttachment (string attachmentPath, SkeletonDataAsset skeletonDataAsset) {
- return GetAttachment(attachmentPath, skeletonDataAsset.GetSkeletonData(true));
- }
-
- /// <summary>
- /// A struct that represents 3 strings that help identify and locate an attachment in a skeleton.</summary>
- public struct Hierarchy {
- public string skin;
- public string slot;
- public string name;
-
- public Hierarchy (string fullPath) {
- string[] chunks = fullPath.Split(new char[]{'/'}, System.StringSplitOptions.RemoveEmptyEntries);
- if (chunks.Length == 0) {
- skin = "";
- slot = "";
- name = "";
- return;
- }
- else if (chunks.Length < 2) {
- throw new System.Exception("Cannot generate Attachment Hierarchy from string! Not enough components! [" + fullPath + "]");
- }
- skin = chunks[0];
- slot = chunks[1];
- name = "";
- for (int i = 2; i < chunks.Length; i++) {
- name += chunks[i];
- }
- }
- }
- }
-
- public class SpineBone : SpineAttributeBase {
- /// <summary>
- /// Smart popup menu for Spine Bones
- /// </summary>
- /// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
- /// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
- /// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
- /// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
- /// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
- /// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
- /// </param>
- public SpineBone (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
- this.startsWith = startsWith;
- this.dataField = dataField;
- this.includeNone = includeNone;
- this.fallbackToTextField = fallbackToTextField;
- }
-
- public static Spine.Bone GetBone(string boneName, SkeletonRenderer renderer) {
- return renderer.skeleton == null ? null : renderer.skeleton.FindBone(boneName);
- }
-
- public static Spine.BoneData GetBoneData(string boneName, SkeletonDataAsset skeletonDataAsset) {
- var data = skeletonDataAsset.GetSkeletonData(true);
- return data.FindBone(boneName);
- }
- }
-
- public class SpineAtlasRegion : PropertyAttribute {
- public string atlasAssetField;
-
- public SpineAtlasRegion (string atlasAssetField = "") {
- this.atlasAssetField = atlasAssetField;
- }
- }
-
- }
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