[unity] SkeletonGraphic did not expose UI base class MaskableGraphic Maskable property.

This commit is contained in:
Harald Csaszar 2022-06-27 14:03:12 +02:00
parent e39f74837a
commit 6e659dc08b

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@ -55,7 +55,7 @@ namespace Spine.Unity.Editor {
SerializedProperty initialFlipX, initialFlipY; SerializedProperty initialFlipX, initialFlipY;
SerializedProperty meshGeneratorSettings; SerializedProperty meshGeneratorSettings;
SerializedProperty allowMultipleCanvasRenderers, separatorSlotNames, enableSeparatorSlots, updateSeparatorPartLocation; SerializedProperty allowMultipleCanvasRenderers, separatorSlotNames, enableSeparatorSlots, updateSeparatorPartLocation;
SerializedProperty raycastTarget; SerializedProperty raycastTarget, maskable;
SkeletonGraphic thisSkeletonGraphic; SkeletonGraphic thisSkeletonGraphic;
protected bool isInspectingPrefab; protected bool isInspectingPrefab;
@ -96,6 +96,7 @@ namespace Spine.Unity.Editor {
material = so.FindProperty("m_Material"); material = so.FindProperty("m_Material");
color = so.FindProperty("m_Color"); color = so.FindProperty("m_Color");
raycastTarget = so.FindProperty("m_RaycastTarget"); raycastTarget = so.FindProperty("m_RaycastTarget");
maskable = so.FindProperty("m_Maskable");
// SkeletonRenderer // SkeletonRenderer
additiveMaterial = so.FindProperty("additiveMaterial"); additiveMaterial = so.FindProperty("additiveMaterial");
@ -282,6 +283,7 @@ namespace Spine.Unity.Editor {
EditorGUILayout.Space(); EditorGUILayout.Space();
EditorGUILayout.LabelField("UI", EditorStyles.boldLabel); EditorGUILayout.LabelField("UI", EditorStyles.boldLabel);
EditorGUILayout.PropertyField(raycastTarget); EditorGUILayout.PropertyField(raycastTarget);
if (maskable != null) EditorGUILayout.PropertyField(maskable);
EditorGUILayout.BeginHorizontal(GUILayout.Height(EditorGUIUtility.singleLineHeight + 5)); EditorGUILayout.BeginHorizontal(GUILayout.Height(EditorGUIUtility.singleLineHeight + 5));
EditorGUILayout.PrefixLabel("Match RectTransform with Mesh"); EditorGUILayout.PrefixLabel("Match RectTransform with Mesh");