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[unity] Add hierarchy icons to prefs.
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@ -35,7 +35,6 @@
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* Full irrevocable rights and permissions granted to Esoteric Software
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*****************************************************************************/
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#define SPINE_SKELETONANIMATOR
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#define SPINE_HIERARCHY_ICONS
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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@ -177,6 +176,10 @@ namespace Spine.Unity.Editor {
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const string DEFAULT_SHADER_KEY = "SPINE_DEFAULT_SHADER";
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public static string defaultShader = DEFAULT_DEFAULT_SHADER;
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const bool DEFAULT_SHOW_HIERARCHY_ICONS = true;
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const string SHOW_HIERARCHY_ICONS_KEY = "SPINE_SHOW_HIERARCHY_ICONS";
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public static bool showHierarchyIcons = DEFAULT_SHOW_HIERARCHY_ICONS;
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#region Initialization
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static SpineEditorUtilities () {
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Initialize();
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@ -187,6 +190,7 @@ namespace Spine.Unity.Editor {
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defaultMix = EditorPrefs.GetFloat(DEFAULT_MIX_KEY, DEFAULT_DEFAULT_MIX);
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defaultScale = EditorPrefs.GetFloat(DEFAULT_SCALE_KEY, DEFAULT_DEFAULT_SCALE);
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defaultShader = EditorPrefs.GetString(DEFAULT_SHADER_KEY, DEFAULT_DEFAULT_SHADER);
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showHierarchyIcons = EditorPrefs.GetBool(SHOW_HIERARCHY_ICONS_KEY, DEFAULT_SHOW_HIERARCHY_ICONS);
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}
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SceneView.onSceneGUIDelegate -= OnSceneGUI;
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@ -231,8 +235,20 @@ namespace Spine.Unity.Editor {
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defaultMix = EditorPrefs.GetFloat(DEFAULT_MIX_KEY, DEFAULT_DEFAULT_MIX);
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defaultScale = EditorPrefs.GetFloat(DEFAULT_SCALE_KEY, DEFAULT_DEFAULT_SCALE);
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defaultShader = EditorPrefs.GetString(DEFAULT_SHADER_KEY, DEFAULT_DEFAULT_SHADER);
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showHierarchyIcons = EditorPrefs.GetBool(SHOW_HIERARCHY_ICONS_KEY, DEFAULT_SHOW_HIERARCHY_ICONS);
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}
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EditorGUI.BeginChangeCheck();
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showHierarchyIcons = EditorGUILayout.Toggle(new GUIContent("Show Hierarchy Icons", "Show relevant icons on GameObjects with Spine Components on them. Disable this if you have large, complex scenes."), showHierarchyIcons);
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if (EditorGUI.EndChangeCheck()) {
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EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
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HierarchyWindowChanged();
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}
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EditorGUILayout.Separator();
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EditorGUILayout.LabelField("Auto-Import Settings", EditorStyles.boldLabel);
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EditorGUI.BeginChangeCheck();
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@ -246,7 +262,7 @@ namespace Spine.Unity.Editor {
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EditorPrefs.SetFloat(DEFAULT_SCALE_KEY, defaultScale);
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EditorGUI.BeginChangeCheck();
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defaultShader = EditorGUILayout.DelayedTextField("Default shader for auto-generated materials", defaultShader);
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defaultShader = EditorGUILayout.DelayedTextField(new GUIContent("Default shader", "Default shader for materials auto-generated on import."), defaultShader);
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if (EditorGUI.EndChangeCheck())
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EditorPrefs.SetString(DEFAULT_SHADER_KEY, defaultShader);
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@ -399,59 +415,61 @@ namespace Spine.Unity.Editor {
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#endregion
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#region Hierarchy Icons
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#if SPINE_HIERARCHY_ICONS
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static void HierarchyWindowChanged () {
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skeletonRendererTable.Clear();
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skeletonUtilityBoneTable.Clear();
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boundingBoxFollowerTable.Clear();
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if (showHierarchyIcons) {
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skeletonRendererTable.Clear();
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skeletonUtilityBoneTable.Clear();
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boundingBoxFollowerTable.Clear();
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SkeletonRenderer[] arr = Object.FindObjectsOfType<SkeletonRenderer>();
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foreach (SkeletonRenderer r in arr)
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skeletonRendererTable.Add(r.gameObject.GetInstanceID(), r.gameObject);
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SkeletonRenderer[] arr = Object.FindObjectsOfType<SkeletonRenderer>();
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foreach (SkeletonRenderer r in arr)
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skeletonRendererTable.Add(r.gameObject.GetInstanceID(), r.gameObject);
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SkeletonUtilityBone[] boneArr = Object.FindObjectsOfType<SkeletonUtilityBone>();
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foreach (SkeletonUtilityBone b in boneArr)
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skeletonUtilityBoneTable.Add(b.gameObject.GetInstanceID(), b);
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SkeletonUtilityBone[] boneArr = Object.FindObjectsOfType<SkeletonUtilityBone>();
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foreach (SkeletonUtilityBone b in boneArr)
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skeletonUtilityBoneTable.Add(b.gameObject.GetInstanceID(), b);
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BoundingBoxFollower[] bbfArr = Object.FindObjectsOfType<BoundingBoxFollower>();
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foreach (BoundingBoxFollower bbf in bbfArr)
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boundingBoxFollowerTable.Add(bbf.gameObject.GetInstanceID(), bbf);
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BoundingBoxFollower[] bbfArr = Object.FindObjectsOfType<BoundingBoxFollower>();
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foreach (BoundingBoxFollower bbf in bbfArr)
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boundingBoxFollowerTable.Add(bbf.gameObject.GetInstanceID(), bbf);
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}
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}
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static void HierarchyWindowItemOnGUI (int instanceId, Rect selectionRect) {
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if (skeletonRendererTable.ContainsKey(instanceId)) {
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if (showHierarchyIcons) {
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Rect r = new Rect(selectionRect);
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r.x = r.width - 15;
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r.width = 15;
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GUI.Label(r, Icons.spine);
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} else if (skeletonUtilityBoneTable.ContainsKey(instanceId)) {
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Rect r = new Rect(selectionRect);
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r.x -= 26;
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if (skeletonUtilityBoneTable[instanceId] != null) {
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if (skeletonUtilityBoneTable[instanceId].transform.childCount == 0)
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r.x += 13;
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r.y += 2;
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r.width = 13;
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r.height = 13;
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if (skeletonUtilityBoneTable[instanceId].mode == SkeletonUtilityBone.Mode.Follow)
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GUI.DrawTexture(r, Icons.bone);
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else
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GUI.DrawTexture(r, Icons.poseBones);
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}
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} else if (boundingBoxFollowerTable.ContainsKey(instanceId)) {
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Rect r = new Rect(selectionRect);
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r.x -= 26;
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if (boundingBoxFollowerTable[instanceId] != null) {
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if (boundingBoxFollowerTable[instanceId].transform.childCount == 0)
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r.x += 13;
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r.y += 2;
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r.width = 13;
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r.height = 13;
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GUI.DrawTexture(r, Icons.boundingBox);
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if (skeletonRendererTable.ContainsKey(instanceId)) {
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r.x = r.width - 15;
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r.width = 15;
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GUI.Label(r, Icons.spine);
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} else if (skeletonUtilityBoneTable.ContainsKey(instanceId)) {
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r.x -= 26;
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if (skeletonUtilityBoneTable[instanceId] != null) {
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if (skeletonUtilityBoneTable[instanceId].transform.childCount == 0)
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r.x += 13;
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r.y += 2;
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r.width = 13;
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r.height = 13;
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if (skeletonUtilityBoneTable[instanceId].mode == SkeletonUtilityBone.Mode.Follow)
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GUI.DrawTexture(r, Icons.bone);
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else
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GUI.DrawTexture(r, Icons.poseBones);
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}
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} else if (boundingBoxFollowerTable.ContainsKey(instanceId)) {
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r.x -= 26;
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if (boundingBoxFollowerTable[instanceId] != null) {
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if (boundingBoxFollowerTable[instanceId].transform.childCount == 0)
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r.x += 13;
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r.y += 2;
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r.width = 13;
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r.height = 13;
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GUI.DrawTexture(r, Icons.boundingBox);
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}
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}
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}
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}
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#endif
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#endregion
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#region Auto-Import Entry Point
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