449 lines
14 KiB
C#
449 lines
14 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.U2D;
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using UnityEngine.U2D.Animation;
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using UnityEngine.U2D.Common;
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namespace UnityEditor.U2D.Animation
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{
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//Make sure Bone Gizmo registers callbacks before anyone else
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[InitializeOnLoad]
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internal class BoneGizmoInitializer
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{
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static BoneGizmoInitializer()
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{
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BoneGizmo.instance.Initialize();
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}
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}
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internal class BoneGizmo : ScriptableSingleton<BoneGizmo>
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{
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BoneGizmoController m_BoneGizmoController;
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internal BoneGizmoController boneGizmoController => m_BoneGizmoController;
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internal void Initialize()
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{
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m_BoneGizmoController = new BoneGizmoController(new SkeletonView(new GUIWrapper()), new UnityEngineUndo(), new BoneGizmoToggle());
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RegisterCallbacks();
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}
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internal void ClearSpriteBoneCache()
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{
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boneGizmoController.ClearSpriteBoneCache();
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}
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void RegisterCallbacks()
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{
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Selection.selectionChanged += OnSelectionChanged;
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SceneView.duringSceneGui += OnSceneGUI;
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AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
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EditorApplication.playModeStateChanged += PlayModeStateChanged;
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}
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void OnSceneGUI(SceneView sceneView)
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{
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boneGizmoController.OnGUI();
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}
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void OnSelectionChanged()
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{
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boneGizmoController.OnSelectionChanged();
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}
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void OnAfterAssemblyReload()
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{
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boneGizmoController.OnSelectionChanged();
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}
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void PlayModeStateChanged(PlayModeStateChange stateChange)
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{
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if (stateChange == PlayModeStateChange.EnteredPlayMode ||
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stateChange == PlayModeStateChange.EnteredEditMode)
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boneGizmoController.OnSelectionChanged();
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}
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}
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internal class BoneGizmoController
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{
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Dictionary<Sprite, SpriteBone[]> m_SpriteBones = new Dictionary<Sprite, UnityEngine.U2D.SpriteBone[]>();
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Dictionary<Transform, Vector2> m_BoneData = new Dictionary<Transform, Vector2>();
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HashSet<SpriteSkin> m_SkinComponents = new HashSet<SpriteSkin>();
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HashSet<Transform> m_CachedBones = new HashSet<Transform>();
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HashSet<Transform> m_SelectionRoots = new HashSet<Transform>();
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ISkeletonView m_View;
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IUndo m_Undo;
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Tool m_PreviousTool = Tool.None;
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internal IBoneGizmoToggle boneGizmoToggle { get; set; }
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public Transform hoveredBone => GetBone(m_View.hoveredBoneID);
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public Transform hoveredTail => GetBone(m_View.hoveredTailID);
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public Transform hoveredBody => GetBone(m_View.hoveredBodyID);
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public Transform hoveredJoint => GetBone(m_View.hoveredJointID);
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public Transform hotBone => GetBone(m_View.hotBoneID);
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static Transform GetBone(int instanceID)
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{
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return EditorUtility.InstanceIDToObject(instanceID) as Transform;
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}
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public BoneGizmoController(ISkeletonView view, IUndo undo, IBoneGizmoToggle toggle)
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{
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m_View = view;
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m_View.mode = SkeletonMode.EditPose;
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m_View.InvalidID = 0;
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m_Undo = undo;
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boneGizmoToggle = toggle;
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}
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internal void OnSelectionChanged()
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{
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m_SelectionRoots.Clear();
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foreach (var selectedTransform in Selection.transforms)
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{
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var prefabRoot = PrefabUtility.GetOutermostPrefabInstanceRoot(selectedTransform.gameObject);
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Animator animator;
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if (prefabRoot != null)
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m_SelectionRoots.Add(prefabRoot.transform);
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else if ((animator = selectedTransform.GetComponentInParent<Animator>()) != null)
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m_SelectionRoots.Add(animator.transform);
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else
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m_SelectionRoots.Add(selectedTransform.root);
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}
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if (m_PreviousTool == Tool.None && Selection.activeTransform != null && m_BoneData.ContainsKey(Selection.activeTransform))
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{
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m_PreviousTool = UnityEditor.Tools.current;
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UnityEditor.Tools.current = Tool.None;
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}
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if (m_PreviousTool != Tool.None && (Selection.activeTransform == null || !m_BoneData.ContainsKey(Selection.activeTransform)))
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{
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if (UnityEditor.Tools.current == Tool.None)
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UnityEditor.Tools.current = m_PreviousTool;
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m_PreviousTool = Tool.None;
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}
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FindSkinComponents();
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}
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internal void OnGUI()
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{
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boneGizmoToggle.OnGUI();
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if (!boneGizmoToggle.enableGizmos)
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return;
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PrepareBones();
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DoBoneGUI();
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}
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internal void FindSkinComponents()
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{
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m_SkinComponents.Clear();
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foreach (var root in m_SelectionRoots)
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{
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var components = root.GetComponentsInChildren<SpriteSkin>(false);
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foreach (var component in components)
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m_SkinComponents.Add(component);
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}
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SceneView.RepaintAll();
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}
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internal void ClearSpriteBoneCache()
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{
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m_SpriteBones.Clear();
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}
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void PrepareBones()
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{
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if (!m_View.CanLayout())
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return;
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if (m_View.IsActionHot(SkeletonAction.None))
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m_CachedBones.Clear();
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m_BoneData.Clear();
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foreach (var skinComponent in m_SkinComponents)
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{
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if (skinComponent == null)
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continue;
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PrepareBones(skinComponent);
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}
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}
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SpriteBone[] GetSpriteBones(SpriteSkin spriteSkin)
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{
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Debug.Assert(spriteSkin.isValid);
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var sprite = spriteSkin.spriteRenderer.sprite;
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if (!m_SpriteBones.TryGetValue(sprite, out var spriteBones))
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{
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spriteBones = sprite.GetBones();
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m_SpriteBones[sprite] = sprite.GetBones();
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}
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return spriteBones;
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}
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void PrepareBones(SpriteSkin spriteSkin)
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{
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Debug.Assert(spriteSkin != null);
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Debug.Assert(m_View.CanLayout());
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if (!spriteSkin.isActiveAndEnabled || !spriteSkin.isValid || !spriteSkin.spriteRenderer.enabled)
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return;
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var boneTransforms = spriteSkin.boneTransforms;
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var spriteBones = GetSpriteBones(spriteSkin);
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const float alpha = 1f;
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if (spriteBones == null)
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return;
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for (var i = 0; i < boneTransforms.Length; ++i)
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{
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var boneTransform = boneTransforms[i];
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if (boneTransform == null || m_BoneData.ContainsKey(boneTransform))
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continue;
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var bone = spriteBones[i];
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if (m_View.IsActionHot(SkeletonAction.None))
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m_CachedBones.Add(boneTransform);
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m_BoneData.Add(boneTransform, new Vector2(bone.length, alpha));
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}
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}
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void DoBoneGUI()
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{
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m_View.BeginLayout();
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if (m_View.CanLayout())
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LayoutBones();
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m_View.EndLayout();
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HandleSelectBone();
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HandleRotateBone();
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HandleMoveBone();
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DrawBoneAndOutlines();
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DrawCursors();
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}
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void LayoutBones()
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{
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foreach (var bone in m_CachedBones)
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{
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if (bone == null)
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continue;
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if (!m_BoneData.TryGetValue(bone, out var value))
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continue;
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var length = value.x;
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if (bone != hotBone)
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{
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var bonePosition = bone.position;
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m_View.LayoutBone(bone.GetInstanceID(), bonePosition, bonePosition + bone.GetScaledRight() * length, bone.forward, bone.up, bone.right, false);
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}
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}
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}
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void HandleSelectBone()
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{
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if (m_View.DoSelectBone(out var instanceID, out var additive))
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{
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var bone = GetBone(instanceID);
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if (!additive)
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{
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if (!Selection.Contains(bone.gameObject))
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Selection.activeTransform = bone;
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}
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else
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{
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var objectList = new List<Object>(Selection.objects);
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if (objectList.Contains(bone.gameObject))
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objectList.Remove(bone.gameObject);
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else
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objectList.Add(bone.gameObject);
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Selection.objects = objectList.ToArray();
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}
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}
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}
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void HandleRotateBone()
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{
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var pivot = hoveredBone;
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if (m_View.IsActionHot(SkeletonAction.RotateBone))
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pivot = hotBone;
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if (pivot == null)
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return;
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FindPivotTransform(pivot, out pivot);
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if (pivot == null)
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return;
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if (m_View.DoRotateBone(pivot.position, pivot.forward, out var deltaAngle))
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SetBoneRotation(deltaAngle);
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}
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static bool FindPivotTransform(Transform transform, out Transform selectedTransform)
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{
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selectedTransform = transform;
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var selectedRoots = Selection.transforms;
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foreach (var selectedRoot in selectedRoots)
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{
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if (transform.IsDescendentOf(selectedRoot))
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{
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selectedTransform = selectedRoot;
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return true;
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}
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}
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return false;
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}
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void HandleMoveBone()
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{
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if (m_View.DoMoveBone(out var deltaPosition))
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SetBonePosition(deltaPosition);
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}
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void SetBonePosition(Vector3 deltaPosition)
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{
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foreach (var selectedTransform in Selection.transforms)
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{
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if (!m_BoneData.ContainsKey(selectedTransform))
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continue;
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var boneTransform = selectedTransform;
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m_Undo.RecordObject(boneTransform, TextContent.moveBone);
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boneTransform.position += deltaPosition;
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}
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}
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void SetBoneRotation(float deltaAngle)
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{
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foreach (var selectedGameObject in Selection.gameObjects)
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{
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if (!m_BoneData.ContainsKey(selectedGameObject.transform))
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continue;
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var boneTransform = selectedGameObject.transform;
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m_Undo.RecordObject(boneTransform, TextContent.rotateBone);
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boneTransform.Rotate(boneTransform.forward, deltaAngle, Space.World);
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InternalEngineBridge.SetLocalEulerHint(boneTransform);
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}
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}
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void DrawBoneAndOutlines()
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{
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if (!m_View.IsRepainting())
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return;
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DrawBoneOutlines();
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DrawBones();
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}
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void DrawBoneOutlines()
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{
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var selectedOutlineColor = SelectionOutlineSettings.outlineColor;
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var selectedOutlineSize = SelectionOutlineSettings.selectedBoneOutlineSize;
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var defaultOutlineColor = Color.black.AlphaMultiplied(0.5f);
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foreach (var boneData in m_BoneData)
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{
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var bone = boneData.Key;
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if (bone == null)
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continue;
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var value = boneData.Value;
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var length = value.x;
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var alpha = value.y;
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if (alpha == 0f || !bone.gameObject.activeInHierarchy)
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continue;
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var color = defaultOutlineColor;
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var outlineSize = 1.25f;
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var isSelected = Selection.Contains(bone.gameObject);
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var isHovered = hoveredBody == bone && m_View.IsActionHot(SkeletonAction.None);
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if (isSelected)
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{
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color = selectedOutlineColor;
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outlineSize = selectedOutlineSize * 0.5f + 1f;
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}
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else if (isHovered)
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color = Handles.preselectionColor;
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m_View.DrawBoneOutline(bone.position, bone.GetScaledRight(), bone.forward, length, color, outlineSize);
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}
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BatchedDrawing.Draw();
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}
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void DrawBones()
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{
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foreach (var boneData in m_BoneData)
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{
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var bone = boneData.Key;
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if (bone == null)
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continue;
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var value = boneData.Value;
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var length = value.x;
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var alpha = value.y;
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if (alpha == 0f || !bone.gameObject.activeInHierarchy)
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continue;
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DrawBone(bone, length, Color.white);
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}
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BatchedDrawing.Draw();
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}
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void DrawBone(Transform bone, float length, Color color)
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{
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var isSelected = Selection.Contains(bone.gameObject);
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var isJointHovered = m_View.IsActionHot(SkeletonAction.None) && hoveredJoint == bone;
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var isTailHovered = m_View.IsActionHot(SkeletonAction.None) && hoveredTail == bone;
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m_View.DrawBone(bone.position, bone.GetScaledRight(), bone.forward, length, color, false, isSelected, isJointHovered, isTailHovered, bone == hotBone);
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}
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void DrawCursors()
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{
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if (!m_View.IsRepainting())
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return;
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m_View.DrawCursors(true);
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}
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}
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}
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