609 lines
27 KiB
C#
609 lines
27 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.U2D;
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using UnityEditor;
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using UnityEditor.U2D.SpriteShapeInternal;
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using UnityEditor.U2D.Common;
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using UnityEditor.AnimatedValues;
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using UnityEditor.U2D.Path;
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using UnityEngine.SceneManagement;
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namespace UnityEditor.U2D
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{
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[CustomEditor(typeof(SpriteShapeController))]
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[CanEditMultipleObjects]
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internal class SpriteShapeControllerEditor : PathComponentEditor<CustomPath>
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{
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private static class Contents
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{
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public static readonly GUIContent splineLabel = new GUIContent("Spline");
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public static readonly string editSplineLabel = "Edit Spline";
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public static readonly GUIContent fillLabel = new GUIContent("Fill");
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public static readonly GUIContent colliderLabel = new GUIContent("Collider");
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public static readonly GUIContent fillPixelPerUnitLabel = new GUIContent("Pixel Per Unit", "Pixel Per Unit for fill texture.");
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public static readonly GUIContent spriteShapeProfile = new GUIContent("Profile", "The SpriteShape Profile to render");
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public static readonly GUIContent materialLabel = new GUIContent("Material", "Material to be used by SpriteRenderer");
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public static readonly GUIContent colorLabel = new GUIContent("Color", "Rendering color for the Sprite graphic");
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public static readonly GUIContent metaDataLabel = new GUIContent("Meta Data", "SpriteShape specific controlpoint data");
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public static readonly GUIContent showComponentsLabel = new GUIContent("Show Render Stuff", "Show Renderer Components.");
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public static readonly GUIContent[] splineDetailOptions = { new GUIContent("High Quality"), new GUIContent("Medium Quality"), new GUIContent("Low Quality") };
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public static readonly GUIContent splineDetail = new GUIContent("Detail", "Tessellation Quality for rendering.");
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public static readonly GUIContent openEndedLabel = new GUIContent("Open Ended", "Is the path open ended or closed.");
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public static readonly GUIContent adaptiveUVLabel = new GUIContent("Adaptive UV", "Allow Adaptive UV Generation");
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public static readonly GUIContent enableTangentsLabel = new GUIContent("Enable Tangents", "Enable Tangents for 2D Lighting.");
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public static readonly GUIContent worldUVLabel = new GUIContent("Worldspace UV", "Generate UV for world space.");
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public static readonly GUIContent stretchUVLabel = new GUIContent("Stretch UV", "Stretch the Fill UV to full Rect.");
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public static readonly GUIContent stretchTilingLabel = new GUIContent("Stretch Tiling", "Stretch Tiling Count.");
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public static readonly GUIContent colliderDetail = new GUIContent("Detail", "Tessellation Quality on the collider.");
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public static readonly GUIContent cornerThresholdDetail = new GUIContent("Corner Threshold", "Corner angle threshold below which corners wont be placed.");
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public static readonly GUIContent colliderOffset = new GUIContent("Offset", "Extrude collider distance.");
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public static readonly GUIContent updateColliderLabel = new GUIContent("Update Collider", "Update Collider as you edit SpriteShape");
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public static readonly GUIContent optimizeColliderLabel = new GUIContent("Optimize Collider", "Cleanup planar self-intersections and optimize collider points");
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public static readonly GUIContent optimizeGeometryLabel = new GUIContent("Optimize Geometry", "Simplify geometry");
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public static readonly GUIContent cacheGeometryLabel = new GUIContent("Cache Geometry", "Bake geometry data. This will save geometry data on editor and load it on runtime instead of generating.");
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public static readonly GUIContent uTess2DLabel = new GUIContent("Fill Tessellation (C# Job)", "Use C# Jobs to generate Fill Geometry. (Edge geometry always uses C# Jobs)");
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}
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private SerializedProperty m_SpriteShapeProp;
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private SerializedProperty m_SplineDetailProp;
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private SerializedProperty m_IsOpenEndedProp;
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private SerializedProperty m_AdaptiveUVProp;
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private SerializedProperty m_StretchUVProp;
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private SerializedProperty m_StretchTilingProp;
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private SerializedProperty m_WorldSpaceUVProp;
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private SerializedProperty m_FillPixelPerUnitProp;
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private SerializedProperty m_CornerAngleThresholdProp;
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private SerializedProperty m_ColliderAutoUpdate;
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private SerializedProperty m_ColliderDetailProp;
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private SerializedProperty m_ColliderOffsetProp;
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private SerializedProperty m_OptimizeColliderProp;
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private SerializedProperty m_OptimizeGeometryProp;
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private SerializedProperty m_EnableTangentsProp;
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private SerializedProperty m_GeometryCachedProp;
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private SerializedProperty m_UTess2DGeometryProp;
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private int m_CollidersCount = 0;
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private int[] m_QualityValues = new int[] { (int)QualityDetail.High, (int)QualityDetail.Mid, (int)QualityDetail.Low };
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readonly AnimBool m_ShowStretchOption = new AnimBool();
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readonly AnimBool m_ShowNonStretchOption = new AnimBool();
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private struct ShapeSegment
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{
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public int start;
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public int end;
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public int angleRange;
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};
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private struct ShapeAngleRange
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{
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public float start;
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public float end;
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public int order;
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public int index;
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};
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int m_SelectedPoint = -1;
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int m_SelectedAngleRange = -1;
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int m_SpriteShapeHashCode = 0;
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int m_SplineHashCode = 0;
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List<ShapeSegment> m_ShapeSegments = new List<ShapeSegment>();
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SpriteSelector spriteSelector = new SpriteSelector();
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private SpriteShapeController m_SpriteShapeController
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{
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get { return target as SpriteShapeController; }
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}
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private void OnEnable()
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{
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if (target == null)
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return;
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m_SpriteShapeProp = serializedObject.FindProperty("m_SpriteShape");
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m_SplineDetailProp = serializedObject.FindProperty("m_SplineDetail");
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m_IsOpenEndedProp = serializedObject.FindProperty("m_Spline").FindPropertyRelative("m_IsOpenEnded");
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m_AdaptiveUVProp = serializedObject.FindProperty("m_AdaptiveUV");
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m_StretchUVProp = serializedObject.FindProperty("m_StretchUV");
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m_StretchTilingProp = serializedObject.FindProperty("m_StretchTiling");
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m_WorldSpaceUVProp = serializedObject.FindProperty("m_WorldSpaceUV");
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m_FillPixelPerUnitProp = serializedObject.FindProperty("m_FillPixelPerUnit");
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m_CornerAngleThresholdProp = serializedObject.FindProperty("m_CornerAngleThreshold");
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m_ColliderAutoUpdate = serializedObject.FindProperty("m_UpdateCollider");
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m_ColliderDetailProp = serializedObject.FindProperty("m_ColliderDetail");
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m_ColliderOffsetProp = serializedObject.FindProperty("m_ColliderOffset");
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m_OptimizeColliderProp = serializedObject.FindProperty("m_OptimizeCollider");
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m_OptimizeGeometryProp = serializedObject.FindProperty("m_OptimizeGeometry");
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m_EnableTangentsProp = serializedObject.FindProperty("m_EnableTangents");
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m_GeometryCachedProp = serializedObject.FindProperty("m_GeometryCached");
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m_UTess2DGeometryProp = serializedObject.FindProperty("m_UTess2D");
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m_ShowStretchOption.valueChanged.AddListener(Repaint);
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m_ShowStretchOption.value = ShouldShowStretchOption();
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m_ShowNonStretchOption.valueChanged.AddListener(Repaint);
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m_ShowNonStretchOption.value = !ShouldShowStretchOption();
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m_CollidersCount += ((m_SpriteShapeController.edgeCollider != null) ? 1 : 0);
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m_CollidersCount += ((m_SpriteShapeController.polygonCollider != null) ? 1 : 0);
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}
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private bool OnCollidersAddedOrRemoved()
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{
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PolygonCollider2D polygonCollider = m_SpriteShapeController.polygonCollider;
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EdgeCollider2D edgeCollider = m_SpriteShapeController.edgeCollider;
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int collidersCount = 0;
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if (polygonCollider != null)
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collidersCount = collidersCount + 1;
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if (edgeCollider != null)
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collidersCount = collidersCount + 1;
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if (collidersCount != m_CollidersCount)
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{
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m_CollidersCount = collidersCount;
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return true;
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}
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return false;
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}
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public void DrawHeader(GUIContent content)
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{
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EditorGUILayout.LabelField(content, EditorStyles.boldLabel);
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}
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private bool ShouldShowStretchOption()
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{
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return m_StretchUVProp.boolValue;
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}
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static bool WithinRange(ShapeAngleRange angleRange, float inputAngle)
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{
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float range = angleRange.end - angleRange.start;
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float angle = Mathf.Repeat(inputAngle - angleRange.start, 360f);
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angle = (angle == 360.0f) ? 0 : angle;
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return (angle >= 0f && angle <= range);
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}
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static int RangeFromAngle(List<ShapeAngleRange> angleRanges, float angle)
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{
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foreach (var range in angleRanges)
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{
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if (WithinRange(range, angle))
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return range.index;
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}
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return -1;
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}
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private List<ShapeAngleRange> GetAngleRangeSorted(UnityEngine.U2D.SpriteShape ss)
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{
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List<ShapeAngleRange> angleRanges = new List<ShapeAngleRange>();
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int i = 0;
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foreach (var angleRange in ss.angleRanges)
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{
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ShapeAngleRange sar = new ShapeAngleRange() { start = angleRange.start, end = angleRange.end, order = angleRange.order, index = i };
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angleRanges.Add(sar);
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i++;
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}
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angleRanges.Sort((a, b) => a.order.CompareTo(b.order));
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return angleRanges;
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}
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private void GenerateSegments(SpriteShapeController sc, List<ShapeAngleRange> angleRanges)
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{
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var controlPointCount = sc.spline.GetPointCount();
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var angleRangeIndices = new int[controlPointCount];
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ShapeSegment activeSegment = new ShapeSegment() { start = -1, end = -1, angleRange = -1 };
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m_ShapeSegments.Clear();
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for (int i = 0; i < controlPointCount; ++i)
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{
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var actv = i;
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var next = SplineUtility.NextIndex(actv, controlPointCount);
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var pos1 = sc.spline.GetPosition(actv);
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var pos2 = sc.spline.GetPosition(next);
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bool continueStrip = (sc.spline.GetTangentMode(actv) == ShapeTangentMode.Continuous), edgeUpdated = false;
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float angle = 0;
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if (false == continueStrip || activeSegment.start == -1)
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angle = SplineUtility.SlopeAngle(pos1, pos2) + 90.0f;
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next = (!sc.spline.isOpenEnded && next == 0) ? (actv + 1) : next;
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int mn = (actv < next) ? actv : next;
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int mx = (actv > next) ? actv : next;
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var anglerange = RangeFromAngle(angleRanges, angle);
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angleRangeIndices[actv] = anglerange;
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if (anglerange == -1)
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{
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activeSegment = new ShapeSegment() { start = mn, end = mx, angleRange = anglerange };
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m_ShapeSegments.Add(activeSegment);
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continue;
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}
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// Check for Segments. Also check if the Segment Start has been resolved. Otherwise simply start with the next one
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if (activeSegment.start != -1)
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continueStrip = continueStrip && (angleRangeIndices[activeSegment.start] != -1);
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bool canContinue = (actv != (controlPointCount - 1)) || (!sc.spline.isOpenEnded && (actv == (controlPointCount - 1)));
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if (continueStrip && canContinue)
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{
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for (int s = 0; s < m_ShapeSegments.Count; ++s)
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{
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activeSegment = m_ShapeSegments[s];
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if (activeSegment.start - mn == 1)
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{
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edgeUpdated = true;
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activeSegment.start = mn;
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m_ShapeSegments[s] = activeSegment;
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break;
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}
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if (mx - activeSegment.end == 1)
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{
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edgeUpdated = true;
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activeSegment.end = mx;
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m_ShapeSegments[s] = activeSegment;
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break;
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}
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}
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}
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if (!edgeUpdated)
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{
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activeSegment.start = mn;
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activeSegment.end = mx;
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activeSegment.angleRange = anglerange;
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m_ShapeSegments.Add(activeSegment);
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}
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}
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}
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private int GetAngleRange(SpriteShapeController sc, int point, ref int startPoint)
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{
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int angleRange = -1;
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startPoint = point;
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for (int i = 0; i < m_ShapeSegments.Count; ++i)
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{
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if (point >= m_ShapeSegments[i].start && point < m_ShapeSegments[i].end)
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{
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angleRange = m_ShapeSegments[i].angleRange;
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startPoint = point; // m_ShapeSegments[i].start;
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if (angleRange >= sc.spriteShape.angleRanges.Count)
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angleRange = 0;
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break;
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}
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}
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return angleRange;
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}
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private void UpdateSegments()
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{
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var sc = target as SpriteShapeController;
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// Either SpriteShape Asset or SpriteShape Data has changed.
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if (m_SpriteShapeHashCode != sc.spriteShapeHashCode || m_SplineHashCode != sc.splineHashCode)
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{
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List<ShapeAngleRange> angleRanges = GetAngleRangeSorted(sc.spriteShape);
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GenerateSegments(sc, angleRanges);
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m_SpriteShapeHashCode = sc.spriteShapeHashCode;
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m_SplineHashCode = sc.splineHashCode;
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m_SelectedPoint = -1;
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}
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}
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private int ResolveSpriteIndex(List<int> spriteIndices, ISelection<int> selection, ref List<int> startPoints)
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{
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var spriteIndexValue = spriteIndices.FirstOrDefault();
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var sc = target as SpriteShapeController;
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var spline = sc.spline;
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if (sc == null || sc.spriteShape == null)
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return -1;
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UpdateSegments();
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if (sc.spriteShape != null)
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{
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if (selection.Count == 1)
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{
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m_SelectedAngleRange = GetAngleRange(sc, selection.elements[0], ref m_SelectedPoint);
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startPoints.Add(m_SelectedPoint);
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spriteIndexValue = spline.GetSpriteIndex(m_SelectedPoint);
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}
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else
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{
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m_SelectedAngleRange = -1;
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foreach (var index in selection.elements)
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{
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int startPoint = index;
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int angleRange = GetAngleRange(sc, index, ref startPoint);
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if (m_SelectedAngleRange != -1 && angleRange != m_SelectedAngleRange)
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{
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m_SelectedAngleRange = -1;
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break;
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}
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startPoints.Add(startPoint);
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m_SelectedAngleRange = angleRange;
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}
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}
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}
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if (m_SelectedAngleRange != -1)
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spriteSelector.UpdateSprites(sc.spriteShape.angleRanges[m_SelectedAngleRange].sprites.ToArray());
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else
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spriteIndexValue = -1;
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return spriteIndexValue;
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}
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public int GetAngleRange(int index)
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{
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int startPoint = 0;
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var sc = target as SpriteShapeController;
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UpdateSegments();
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return GetAngleRange(sc, index, ref startPoint);
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}
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public override void OnInspectorGUI()
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{
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var updateCollider = false;
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EditorGUI.BeginChangeCheck();
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_SpriteShapeProp, Contents.spriteShapeProfile);
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var hasEditToolChanged = DoEditButton<SpriteShapeEditorTool>(PathEditorToolContents.icon, Contents.editSplineLabel);
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if (hasEditToolChanged && !UnityEditor.EditorTools.ToolManager.activeToolType.Equals(typeof(SpriteShapeEditorTool)))
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SpriteShapeUpdateCache.UpdateCache(targets);
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DoPathInspector<SpriteShapeEditorTool>();
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var pathTool = SpriteShapeEditorTool.activeSpriteShapeEditorTool;
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if (Selection.gameObjects.Length == 1 && pathTool != null)
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{
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var sc = target as SpriteShapeController;
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var path = pathTool.GetPath(sc);
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if (path != null)
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{
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var selection = path.selection;
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if (selection.Count > 0)
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{
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var spline = sc.spline;
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var spriteIndices = new List<int>();
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List<int> startPoints = new List<int>();
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foreach (int index in selection.elements)
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spriteIndices.Add(spline.GetSpriteIndex(index));
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var spriteIndexValue = ResolveSpriteIndex(spriteIndices, selection, ref startPoints);
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if (spriteIndexValue != -1)
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{
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EditorGUI.BeginChangeCheck();
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spriteSelector.ShowGUI(spriteIndexValue);
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if (EditorGUI.EndChangeCheck())
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{
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foreach (var index in startPoints)
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{
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var data = path.GetData(index);
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data.spriteIndex = spriteSelector.selectedIndex;
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path.SetData(index, data);
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}
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pathTool.SetPath(target);
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}
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}
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EditorGUILayout.Space();
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}
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}
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}
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DoSnappingInspector<SpriteShapeEditorTool>();
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EditorGUILayout.Space();
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DrawHeader(Contents.splineLabel);
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EditorGUILayout.IntPopup(m_SplineDetailProp, Contents.splineDetailOptions, m_QualityValues, Contents.splineDetail);
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serializedObject.ApplyModifiedProperties();
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DoOpenEndedInspector<SpriteShapeEditorTool>(m_IsOpenEndedProp);
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_AdaptiveUVProp, Contents.adaptiveUVLabel);
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if (!m_IsOpenEndedProp.boolValue)
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EditorGUILayout.PropertyField(m_OptimizeGeometryProp, Contents.optimizeGeometryLabel);
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EditorGUILayout.PropertyField(m_EnableTangentsProp, Contents.enableTangentsLabel);
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if (UnityEditor.EditorTools.ToolManager.activeToolType == typeof(SpriteShapeEditorTool))
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{
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// Cache Geometry is only editable for Scene Objects or when in Prefab Isolation Mode.
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if (Selection.gameObjects.Length == 1 && Selection.transforms.Contains(Selection.gameObjects[0].transform))
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{
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(m_GeometryCachedProp, Contents.cacheGeometryLabel);
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if (EditorGUI.EndChangeCheck())
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{
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if (m_GeometryCachedProp.boolValue)
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{
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var geometryCache = m_SpriteShapeController.spriteShapeGeometryCache;
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if (!geometryCache)
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geometryCache = m_SpriteShapeController.gameObject
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.AddComponent<SpriteShapeGeometryCache>();
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geometryCache.hideFlags = HideFlags.HideInInspector;
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}
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else
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{
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if (m_SpriteShapeController.spriteShapeGeometryCache)
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Object.DestroyImmediate(m_SpriteShapeController.spriteShapeGeometryCache);
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}
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m_SpriteShapeController.RefreshSpriteShape();
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}
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}
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SpriteShapeUpdateCache.s_cacheGeometrySet = true;
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}
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EditorGUI.BeginChangeCheck();
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var threshold = EditorGUILayout.Slider(Contents.cornerThresholdDetail, m_CornerAngleThresholdProp.floatValue, 0.0f, 90.0f);
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if (EditorGUI.EndChangeCheck())
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{
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m_CornerAngleThresholdProp.floatValue = threshold;
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updateCollider = true;
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}
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EditorGUILayout.Space();
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DrawHeader(Contents.fillLabel);
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EditorGUILayout.PropertyField(m_UTess2DGeometryProp, Contents.uTess2DLabel);
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EditorGUILayout.PropertyField(m_StretchUVProp, Contents.stretchUVLabel);
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if (ShouldShowStretchOption())
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{
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EditorGUILayout.PropertyField(m_StretchTilingProp, Contents.stretchTilingLabel);
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}
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else
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{
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EditorGUILayout.PropertyField(m_FillPixelPerUnitProp, Contents.fillPixelPerUnitLabel);
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EditorGUILayout.PropertyField(m_WorldSpaceUVProp, Contents.worldUVLabel);
|
|
}
|
|
|
|
if (m_SpriteShapeController.gameObject.GetComponent<PolygonCollider2D>() != null || m_SpriteShapeController.gameObject.GetComponent<EdgeCollider2D>() != null)
|
|
{
|
|
EditorGUILayout.Space();
|
|
DrawHeader(Contents.colliderLabel);
|
|
EditorGUILayout.PropertyField(m_ColliderAutoUpdate, Contents.updateColliderLabel);
|
|
if (m_ColliderAutoUpdate.boolValue)
|
|
{
|
|
EditorGUILayout.PropertyField(m_ColliderOffsetProp, Contents.colliderOffset);
|
|
EditorGUILayout.PropertyField(m_OptimizeColliderProp, Contents.optimizeColliderLabel);
|
|
if (m_OptimizeColliderProp.boolValue)
|
|
EditorGUILayout.IntPopup(m_ColliderDetailProp, Contents.splineDetailOptions, m_QualityValues, Contents.colliderDetail);
|
|
}
|
|
}
|
|
if (EditorGUI.EndChangeCheck())
|
|
{
|
|
updateCollider = true;
|
|
}
|
|
|
|
serializedObject.ApplyModifiedProperties();
|
|
|
|
if (updateCollider || OnCollidersAddedOrRemoved())
|
|
BakeCollider();
|
|
}
|
|
|
|
void BakeCollider()
|
|
{
|
|
if (m_SpriteShapeController.autoUpdateCollider == false)
|
|
return;
|
|
|
|
PolygonCollider2D polygonCollider = m_SpriteShapeController.polygonCollider;
|
|
if (polygonCollider)
|
|
{
|
|
Undo.RegisterCompleteObjectUndo(polygonCollider, Undo.GetCurrentGroupName());
|
|
EditorUtility.SetDirty(polygonCollider);
|
|
m_SpriteShapeController.RefreshSpriteShape();
|
|
}
|
|
|
|
EdgeCollider2D edgeCollider = m_SpriteShapeController.edgeCollider;
|
|
if (edgeCollider)
|
|
{
|
|
Undo.RegisterCompleteObjectUndo(edgeCollider, Undo.GetCurrentGroupName());
|
|
EditorUtility.SetDirty(edgeCollider);
|
|
m_SpriteShapeController.RefreshSpriteShape();
|
|
|
|
}
|
|
}
|
|
|
|
void ShowMaterials(bool show)
|
|
{
|
|
HideFlags hideFlags = HideFlags.HideInInspector;
|
|
|
|
if (show)
|
|
hideFlags = HideFlags.None;
|
|
|
|
Material[] materials = m_SpriteShapeController.spriteShapeRenderer.sharedMaterials;
|
|
|
|
foreach (Material material in materials)
|
|
{
|
|
material.hideFlags = hideFlags;
|
|
EditorUtility.SetDirty(material);
|
|
}
|
|
}
|
|
|
|
[DrawGizmo(GizmoType.InSelectionHierarchy)]
|
|
static void RenderSpline(SpriteShapeController m_SpriteShapeController, GizmoType gizmoType)
|
|
{
|
|
if (UnityEditor.EditorTools.ToolManager.activeToolType == typeof(SpriteShapeEditorTool))
|
|
return;
|
|
|
|
var m_Spline = m_SpriteShapeController.spline;
|
|
var oldMatrix = Handles.matrix;
|
|
var oldColor = Handles.color;
|
|
Handles.matrix = m_SpriteShapeController.transform.localToWorldMatrix;
|
|
Handles.color = Color.grey;
|
|
var pointCount = m_Spline.GetPointCount();
|
|
for (var i = 0; i < (m_Spline.isOpenEnded ? pointCount - 1 : pointCount); ++i)
|
|
{
|
|
Vector3 p1 = m_Spline.GetPosition(i);
|
|
Vector3 p2 = m_Spline.GetPosition((i + 1) % pointCount);
|
|
var t1 = p1 + m_Spline.GetRightTangent(i);
|
|
var t2 = p2 + m_Spline.GetLeftTangent((i + 1) % pointCount);
|
|
Vector3[] bezierPoints = Handles.MakeBezierPoints(p1, p2, t1, t2, m_SpriteShapeController.splineDetail);
|
|
Handles.DrawAAPolyLine(bezierPoints);
|
|
}
|
|
Handles.matrix = oldMatrix;
|
|
Handles.color = oldColor;
|
|
}
|
|
}
|
|
|
|
[UnityEditor.InitializeOnLoad]
|
|
internal static class SpriteShapeUpdateCache
|
|
{
|
|
|
|
internal static bool s_cacheGeometrySet = false;
|
|
static SpriteShapeUpdateCache()
|
|
{
|
|
UnityEditor.EditorApplication.playModeStateChanged += change =>
|
|
{
|
|
if (change == UnityEditor.PlayModeStateChange.ExitingEditMode)
|
|
UpdateSpriteShapeCacheInOpenScenes();
|
|
};
|
|
}
|
|
|
|
static void UpdateSpriteShapeCacheInOpenScenes()
|
|
{
|
|
for (int i = 0; s_cacheGeometrySet && (i < SceneManager.sceneCount); ++i)
|
|
{
|
|
var scene = SceneManager.GetSceneAt(i);
|
|
var gos = scene.GetRootGameObjects();
|
|
foreach (var go in gos)
|
|
{
|
|
var scs = go.GetComponentsInChildren<SpriteShapeController>();
|
|
foreach (var sc in scs)
|
|
if (sc.spriteShapeGeometryCache)
|
|
sc.spriteShapeGeometryCache.UpdateGeometryCache();
|
|
}
|
|
}
|
|
|
|
s_cacheGeometrySet = false;
|
|
}
|
|
|
|
internal static void UpdateCache(UnityEngine.Object[] targets)
|
|
{
|
|
foreach (var t in targets)
|
|
{
|
|
var s = t as SpriteShapeController;
|
|
if (s)
|
|
if (s.spriteShapeGeometryCache)
|
|
s.spriteShapeGeometryCache.UpdateGeometryCache();
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|