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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-10 00:58:43 +08:00
[unity] Cleanup old renaming.
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3554fece09
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62769c3e71
@ -258,12 +258,12 @@ namespace Spine.Unity.Editor {
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GameObject go = skeletonUtility.SpawnBoneRecursively(bone, utilityBone.transform, utilityBone.mode, utilityBone.position, utilityBone.rotation, utilityBone.scale);
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SkeletonUtilityBone[] newUtilityBones = go.GetComponentsInChildren<SkeletonUtilityBone>();
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foreach (SkeletonUtilityBone utilBone in newUtilityBones)
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SkeletonGameObjectsInspector.AttachIcon(utilBone);
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SkeletonUtilityInspector.AttachIcon(utilBone);
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}
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} else {
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var bone = (Bone)obj;
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GameObject go = skeletonUtility.SpawnBone(bone, utilityBone.transform, utilityBone.mode, utilityBone.position, utilityBone.rotation, utilityBone.scale);
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SkeletonGameObjectsInspector.AttachIcon(go.GetComponent<SkeletonUtilityBone>());
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SkeletonUtilityInspector.AttachIcon(go.GetComponent<SkeletonUtilityBone>());
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Selection.activeGameObject = go;
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EditorGUIUtility.PingObject(go);
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}
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@ -272,7 +272,7 @@ namespace Spine.Unity.Editor {
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void SpawnOverride () {
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GameObject go = skeletonUtility.SpawnBone(utilityBone.bone, utilityBone.transform.parent, SkeletonUtilityBone.Mode.Override, utilityBone.position, utilityBone.rotation, utilityBone.scale);
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go.name = go.name + " [Override]";
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SkeletonGameObjectsInspector.AttachIcon(go.GetComponent<SkeletonUtilityBone>());
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SkeletonUtilityInspector.AttachIcon(go.GetComponent<SkeletonUtilityBone>());
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Selection.activeGameObject = go;
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EditorGUIUtility.PingObject(go);
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}
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@ -41,17 +41,17 @@ namespace Spine.Unity.Editor {
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using Icons = SpineEditorUtilities.Icons;
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[CustomEditor(typeof(SkeletonUtility))]
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public class SkeletonGameObjectsInspector : UnityEditor.Editor {
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public class SkeletonUtilityInspector : UnityEditor.Editor {
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SkeletonUtility skeletonGameObjects;
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SkeletonUtility skeletonUtility;
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Skeleton skeleton;
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SkeletonRenderer skeletonRenderer;
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bool isPrefab;
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readonly GUIContent SpawnHierarchyButtonLabel = new GUIContent("Spawn Hierarchy", Icons.skeleton);
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void OnEnable () {
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skeletonGameObjects = (SkeletonUtility)target;
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skeletonRenderer = skeletonGameObjects.GetComponent<SkeletonRenderer>();
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skeletonUtility = (SkeletonUtility)target;
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skeletonRenderer = skeletonUtility.GetComponent<SkeletonRenderer>();
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skeleton = skeletonRenderer.Skeleton;
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if (skeleton == null) {
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@ -78,7 +78,7 @@ namespace Spine.Unity.Editor {
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EditorGUILayout.PropertyField(serializedObject.FindProperty("boneRoot"), SpineInspectorUtility.TempContent("Skeleton Root"));
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bool hasRootBone = skeletonGameObjects.boneRoot != null;
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bool hasRootBone = skeletonUtility.boneRoot != null;
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if (!hasRootBone)
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EditorGUILayout.HelpBox("No hierarchy found. Use Spawn Hierarchy to generate GameObjects for bones.", MessageType.Info);
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@ -90,9 +90,9 @@ namespace Spine.Unity.Editor {
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if (hasRootBone) {
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if (SpineInspectorUtility.CenteredButton(new GUIContent("Remove Hierarchy"))) {
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Undo.RegisterCompleteObjectUndo(skeletonGameObjects, "Remove Hierarchy");
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Undo.DestroyObjectImmediate(skeletonGameObjects.boneRoot.gameObject);
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skeletonGameObjects.boneRoot = null;
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Undo.RegisterCompleteObjectUndo(skeletonUtility, "Remove Hierarchy");
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Undo.DestroyObjectImmediate(skeletonUtility.boneRoot.gameObject);
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skeletonUtility.boneRoot = null;
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}
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}
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}
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@ -134,23 +134,23 @@ namespace Spine.Unity.Editor {
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}
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void SpawnFollowHierarchy () {
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Selection.activeGameObject = skeletonGameObjects.SpawnHierarchy(SkeletonUtilityBone.Mode.Follow, true, true, true);
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AttachIconsToChildren(skeletonGameObjects.boneRoot);
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Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Follow, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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void SpawnFollowHierarchyRootOnly () {
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Selection.activeGameObject = skeletonGameObjects.SpawnRoot(SkeletonUtilityBone.Mode.Follow, true, true, true);
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AttachIconsToChildren(skeletonGameObjects.boneRoot);
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Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Follow, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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void SpawnOverrideHierarchy () {
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Selection.activeGameObject = skeletonGameObjects.SpawnHierarchy(SkeletonUtilityBone.Mode.Override, true, true, true);
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AttachIconsToChildren(skeletonGameObjects.boneRoot);
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Selection.activeGameObject = skeletonUtility.SpawnHierarchy(SkeletonUtilityBone.Mode.Override, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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void SpawnOverrideHierarchyRootOnly () {
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Selection.activeGameObject = skeletonGameObjects.SpawnRoot(SkeletonUtilityBone.Mode.Override, true, true, true);
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AttachIconsToChildren(skeletonGameObjects.boneRoot);
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Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Override, true, true, true);
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AttachIconsToChildren(skeletonUtility.boneRoot);
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}
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}
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