[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.
This commit is contained in:
Alexander Brazie 2016-07-21 16:24:20 +02:00 committed by John
parent 77c4cdc1e4
commit 5532ca290d
2 changed files with 7 additions and 1 deletions

View File

@ -39,6 +39,7 @@ namespace Spine.Unity {
public SkeletonRenderer skeletonRenderer;
[SpineSlot(dataField: "skeletonRenderer", containsBoundingBoxes: true)]
public string slotName;
public bool isTrigger;
#endregion
Slot slot;
@ -56,6 +57,7 @@ namespace Spine.Unity {
public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
public string CurrentAttachmentName { get { return currentAttachmentName; } }
public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
public bool IsTrigger { get { return isTrigger; } }
void OnEnable () {
ClearColliders();
@ -117,6 +119,7 @@ namespace Spine.Unity {
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, gameObject, true);
bbCollider.enabled = false;
bbCollider.hideFlags = HideFlags.NotEditable;
bbCollider.isTrigger = IsTrigger;
colliderTable.Add(boundingBoxAttachment, bbCollider);
attachmentNameTable.Add(boundingBoxAttachment, attachmentName);
}

View File

@ -36,7 +36,7 @@ namespace Spine.Unity.Editor {
[CustomEditor(typeof(BoundingBoxFollower))]
public class BoundingBoxFollowerInspector : UnityEditor.Editor {
SerializedProperty skeletonRenderer, slotName;
SerializedProperty skeletonRenderer, slotName, isTrigger;
BoundingBoxFollower follower;
bool rebuildRequired = false;
bool addBoneFollower = false;
@ -44,6 +44,7 @@ namespace Spine.Unity.Editor {
void OnEnable () {
skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
slotName = serializedObject.FindProperty("slotName");
isTrigger = serializedObject.FindProperty("isTrigger");
follower = (BoundingBoxFollower)target;
}
@ -59,6 +60,8 @@ namespace Spine.Unity.Editor {
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(skeletonRenderer);
EditorGUILayout.PropertyField(slotName, new GUIContent("Slot"));
EditorGUILayout.PropertyField(isTrigger, new GUIContent ("IsTrigger"));
if (EditorGUI.EndChangeCheck()) {
serializedObject.ApplyModifiedProperties();
if (!isInspectingPrefab)