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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[Unity] Added BoundingBoxFollower.isTrigger (#635)
* Added isTrigger variable to bounding box followers IsTrigger added to bounding box follower. * Added isTrigger variable to bounding box followers Same as the last one.
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@ -39,6 +39,7 @@ namespace Spine.Unity {
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public SkeletonRenderer skeletonRenderer;
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[SpineSlot(dataField: "skeletonRenderer", containsBoundingBoxes: true)]
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public string slotName;
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public bool isTrigger;
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#endregion
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Slot slot;
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@ -56,6 +57,7 @@ namespace Spine.Unity {
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public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
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public string CurrentAttachmentName { get { return currentAttachmentName; } }
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public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
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public bool IsTrigger { get { return isTrigger; } }
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void OnEnable () {
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ClearColliders();
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@ -117,6 +119,7 @@ namespace Spine.Unity {
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var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, gameObject, true);
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bbCollider.enabled = false;
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bbCollider.hideFlags = HideFlags.NotEditable;
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bbCollider.isTrigger = IsTrigger;
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colliderTable.Add(boundingBoxAttachment, bbCollider);
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attachmentNameTable.Add(boundingBoxAttachment, attachmentName);
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}
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@ -36,7 +36,7 @@ namespace Spine.Unity.Editor {
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[CustomEditor(typeof(BoundingBoxFollower))]
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public class BoundingBoxFollowerInspector : UnityEditor.Editor {
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SerializedProperty skeletonRenderer, slotName;
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SerializedProperty skeletonRenderer, slotName, isTrigger;
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BoundingBoxFollower follower;
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bool rebuildRequired = false;
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bool addBoneFollower = false;
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@ -44,6 +44,7 @@ namespace Spine.Unity.Editor {
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void OnEnable () {
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skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
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slotName = serializedObject.FindProperty("slotName");
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isTrigger = serializedObject.FindProperty("isTrigger");
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follower = (BoundingBoxFollower)target;
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}
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@ -59,6 +60,8 @@ namespace Spine.Unity.Editor {
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(skeletonRenderer);
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EditorGUILayout.PropertyField(slotName, new GUIContent("Slot"));
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EditorGUILayout.PropertyField(isTrigger, new GUIContent ("IsTrigger"));
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if (EditorGUI.EndChangeCheck()) {
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serializedObject.ApplyModifiedProperties();
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if (!isInspectingPrefab)
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