| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141 |
- /**
- * The MIT License (MIT)
- *
- * Copyright (c) 2012-2017 DragonBones team and other contributors
- *
- * Permission is hereby granted, free of charge, to any person obtaining a copy of
- * this software and associated documentation files (the "Software"), to deal in
- * the Software without restriction, including without limitation the rights to
- * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
- * the Software, and to permit persons to whom the Software is furnished to do so,
- * subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included in all
- * copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
- * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
- * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEditor;
- using DragonBones;
- namespace DragonBones
- {
- [System.Serializable]
- public class SlotItemData
- {
- public UnitySlot slot;
- public int sumLevel;
- public bool isSelected;
- }
- public class ShowSlotsWindow : EditorWindow
- {
- private const float WIDTH = 400.0f;
- private const float HEIGHT = 200.0f;
- private readonly List<SlotItemData> _slotItems = new List<SlotItemData>();
- private UnityArmatureComponent _armatureComp;
- private Vector2 _scrollPos;
- public static void OpenWindow(UnityArmatureComponent armatureComp)
- {
- if (armatureComp == null)
- {
- return;
- }
- var win = GetWindowWithRect(typeof(ShowSlotsWindow), new Rect(0.0f, 0.0f, WIDTH, HEIGHT), false) as ShowSlotsWindow;
- win._armatureComp = armatureComp;
- win.titleContent = new GUIContent("SlotList");
- win.Show();
- }
- void ColletSlotData(Armature armature, int sumLevel)
- {
- var slots = armature.GetSlots();
- foreach (UnitySlot slot in slots)
- {
- var slotItem = new SlotItemData();
- slotItem.slot = slot;
- slotItem.sumLevel = sumLevel;
- slotItem.isSelected = slot.isIgnoreCombineMesh || (slot.renderDisplay != null && slot.renderDisplay.activeSelf);
- this._slotItems.Add(slotItem);
- if (slot.childArmature != null)
- {
- this.ColletSlotData(slot.childArmature, sumLevel + 1);
- }
- }
- }
- void OnGUI()
- {
- if (this._slotItems.Count == 0)
- {
- this.ColletSlotData(this._armatureComp.armature, 0);
- }
- //
- ShowSlots(this._armatureComp.armature);
- //
- if (GUILayout.Button("Apply"))
- {
- foreach (var slotItem in this._slotItems)
- {
- var slot = slotItem.slot;
- if (slotItem.isSelected && slot.renderDisplay != null && !slot.renderDisplay.activeSelf)
- {
- slot.DisallowCombineMesh();
- var combineMeshs = (slot.armature.proxy as UnityArmatureComponent).GetComponent<UnityCombineMeshs>();
- if (combineMeshs != null)
- {
- combineMeshs.BeginCombineMesh();
- }
- }
- }
- //
- this.Close();
- }
- }
- void ShowSlots(Armature armature)
- {
- var leftMargin = 20;
- var indentSpace = 50;
- _scrollPos = GUILayout.BeginScrollView(_scrollPos);
- for (var i = 0; i < this._slotItems.Count; i++)
- {
- var slotItem = this._slotItems[i];
- var slot = slotItem.slot;
- //
- GUILayout.BeginHorizontal();
- var lableStyle = new GUIStyle();
- lableStyle.margin.left = slotItem.sumLevel * indentSpace + leftMargin;
- GUILayout.Label(slot.name, lableStyle, GUILayout.Width(100.0f));
- if(slot.renderDisplay == null || !slot.renderDisplay.activeSelf)
- {
- slotItem.isSelected = GUILayout.Toggle(slotItem.isSelected, "Active");
- }
- else
- {
- GUILayout.Label("Activated");
- }
-
- GUILayout.EndHorizontal();
- }
- GUILayout.EndScrollView();
- }
- }
- }
|