[unity] for 3.7 branch only: added a non-behaviour changing implementation of SettingsProvider for Unity 2018.3+. In case of merge conflicts to 3.8-beta branch discard this commit's changes, 3.8 already contains a full-fledged SettingsProvider implementation. Closes #1405

This commit is contained in:
Harald Csaszar 2019-07-10 11:56:30 +02:00
parent 5b0d446b1f
commit 8532d3a929

View File

@ -46,6 +46,10 @@
#define NEWHIERARCHYWINDOWCALLBACKS #define NEWHIERARCHYWINDOWCALLBACKS
#endif #endif
#if UNITY_2018_3_OR_NEWER
#define NEW_PREFERENCES_SETTINGS_PROVIDER
#endif
#if UNITY_2019_1_OR_NEWER #if UNITY_2019_1_OR_NEWER
#define NEW_TIMELINE_AS_PACKAGE #define NEW_TIMELINE_AS_PACKAGE
#endif #endif
@ -174,11 +178,33 @@ namespace Spine.Unity.Editor {
static int STRAIGHT_ALPHA_PARAM_ID = Shader.PropertyToID("_StraightAlphaInput"); static int STRAIGHT_ALPHA_PARAM_ID = Shader.PropertyToID("_StraightAlphaInput");
#if NEW_PREFERENCES_SETTINGS_PROVIDER
static class SpineSettingsProviderRegistration
{
[SettingsProvider]
public static SettingsProvider CreateSpineSettingsProvider()
{
var provider = new SettingsProvider("Spine", SettingsScope.User)
{
label = "Spine",
guiHandler = (searchContext) =>
{
Preferences.HandlePreferencesGUI(); // This line shall NOT be merged to 3.8 branch. Version to provide a non-behavior-changing implementation for 3.7 branch.
},
// Populate the search keywords to enable smart search filtering and label highlighting:
keywords = new HashSet<string>(new[] { "Spine", "Preferences", "Skeleton", "Default", "Mix", "Duration" })
};
return provider;
}
}
#else
// Preferences entry point // Preferences entry point
[PreferenceItem("Spine")] [PreferenceItem("Spine")]
static void PreferencesGUI () { static void PreferencesGUI () {
Preferences.HandlePreferencesGUI(); Preferences.HandlePreferencesGUI();
} }
#endif
// Auto-import entry point // Auto-import entry point
static void OnPostprocessAllAssets (string[] imported, string[] deleted, string[] moved, string[] movedFromAssetPaths) { static void OnPostprocessAllAssets (string[] imported, string[] deleted, string[] moved, string[] movedFromAssetPaths) {
@ -206,39 +232,39 @@ namespace Spine.Unity.Editor {
Icons.Initialize(); Icons.Initialize();
// Drag and Drop // Drag and Drop
#if UNITY_2019_1_OR_NEWER #if UNITY_2019_1_OR_NEWER
SceneView.duringSceneGui -= DragAndDropInstantiation.SceneViewDragAndDrop; SceneView.duringSceneGui -= DragAndDropInstantiation.SceneViewDragAndDrop;
SceneView.duringSceneGui += DragAndDropInstantiation.SceneViewDragAndDrop; SceneView.duringSceneGui += DragAndDropInstantiation.SceneViewDragAndDrop;
#else #else
SceneView.onSceneGUIDelegate -= DragAndDropInstantiation.SceneViewDragAndDrop; SceneView.onSceneGUIDelegate -= DragAndDropInstantiation.SceneViewDragAndDrop;
SceneView.onSceneGUIDelegate += DragAndDropInstantiation.SceneViewDragAndDrop; SceneView.onSceneGUIDelegate += DragAndDropInstantiation.SceneViewDragAndDrop;
#endif #endif
EditorApplication.hierarchyWindowItemOnGUI -= HierarchyHandler.HandleDragAndDrop; EditorApplication.hierarchyWindowItemOnGUI -= HierarchyHandler.HandleDragAndDrop;
EditorApplication.hierarchyWindowItemOnGUI += HierarchyHandler.HandleDragAndDrop; EditorApplication.hierarchyWindowItemOnGUI += HierarchyHandler.HandleDragAndDrop;
// Hierarchy Icons // Hierarchy Icons
#if NEWPLAYMODECALLBACKS #if NEWPLAYMODECALLBACKS
EditorApplication.playModeStateChanged -= HierarchyHandler.IconsOnPlaymodeStateChanged; EditorApplication.playModeStateChanged -= HierarchyHandler.IconsOnPlaymodeStateChanged;
EditorApplication.playModeStateChanged += HierarchyHandler.IconsOnPlaymodeStateChanged; EditorApplication.playModeStateChanged += HierarchyHandler.IconsOnPlaymodeStateChanged;
HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode); HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
#else #else
EditorApplication.playmodeStateChanged -= HierarchyHandler.IconsOnPlaymodeStateChanged; EditorApplication.playmodeStateChanged -= HierarchyHandler.IconsOnPlaymodeStateChanged;
EditorApplication.playmodeStateChanged += HierarchyHandler.IconsOnPlaymodeStateChanged; EditorApplication.playmodeStateChanged += HierarchyHandler.IconsOnPlaymodeStateChanged;
HierarchyHandler.IconsOnPlaymodeStateChanged(); HierarchyHandler.IconsOnPlaymodeStateChanged();
#endif #endif
// Data Refresh Edit Mode. // Data Refresh Edit Mode.
// This prevents deserialized SkeletonData from persisting from play mode to edit mode. // This prevents deserialized SkeletonData from persisting from play mode to edit mode.
#if NEWPLAYMODECALLBACKS #if NEWPLAYMODECALLBACKS
EditorApplication.playModeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged; EditorApplication.playModeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
EditorApplication.playModeStateChanged += DataReloadHandler.OnPlaymodeStateChanged; EditorApplication.playModeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
DataReloadHandler.OnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode); DataReloadHandler.OnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
#else #else
EditorApplication.playmodeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged; EditorApplication.playmodeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
EditorApplication.playmodeStateChanged += DataReloadHandler.OnPlaymodeStateChanged; EditorApplication.playmodeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
DataReloadHandler.OnPlaymodeStateChanged(); DataReloadHandler.OnPlaymodeStateChanged();
#endif #endif
if (SpineEditorUtilities.Preferences.textureImporterWarning) { if (SpineEditorUtilities.Preferences.textureImporterWarning) {
IssueWarningsForUnrecommendedTextureSettings(); IssueWarningsForUnrecommendedTextureSettings();
@ -298,14 +324,14 @@ namespace Spine.Unity.Editor {
} }
return true; return true;
} }
#endregion #endregion
public static class Preferences { public static class Preferences {
#if SPINE_TK2D #if SPINE_TK2D
const float DEFAULT_DEFAULT_SCALE = 1f; const float DEFAULT_DEFAULT_SCALE = 1f;
#else #else
const float DEFAULT_DEFAULT_SCALE = 0.01f; const float DEFAULT_DEFAULT_SCALE = 0.01f;
#endif #endif
const string DEFAULT_SCALE_KEY = "SPINE_DEFAULT_SCALE"; const string DEFAULT_SCALE_KEY = "SPINE_DEFAULT_SCALE";
public static float defaultScale = DEFAULT_DEFAULT_SCALE; public static float defaultScale = DEFAULT_DEFAULT_SCALE;
@ -378,11 +404,11 @@ namespace Spine.Unity.Editor {
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); 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);
if (EditorGUI.EndChangeCheck()) { if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons); EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
#if NEWPLAYMODECALLBACKS #if NEWPLAYMODECALLBACKS
HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode); HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
#else #else
HierarchyHandler.IconsOnPlaymodeStateChanged(); HierarchyHandler.IconsOnPlaymodeStateChanged();
#endif #endif
} }
BoolPrefsField(ref autoReloadSceneSkeletons, AUTO_RELOAD_SCENESKELETONS_KEY, new GUIContent("Auto-reload scene components", "Reloads Skeleton components in the scene whenever their SkeletonDataAsset is modified. This makes it so changes in the SkeletonDataAsset inspector are immediately reflected. This may be slow when your scenes have large numbers of SkeletonRenderers or SkeletonGraphic.")); BoolPrefsField(ref autoReloadSceneSkeletons, AUTO_RELOAD_SCENESKELETONS_KEY, new GUIContent("Auto-reload scene components", "Reloads Skeleton components in the scene whenever their SkeletonDataAsset is modified. This makes it so changes in the SkeletonDataAsset inspector are immediately reflected. This may be slow when your scenes have large numbers of SkeletonRenderers or SkeletonGraphic."));
@ -432,7 +458,7 @@ namespace Spine.Unity.Editor {
} }
} }
#if NEW_TIMELINE_AS_PACKAGE #if NEW_TIMELINE_AS_PACKAGE
GUILayout.Space(20); GUILayout.Space(20);
EditorGUILayout.LabelField("Timeline Support", EditorStyles.boldLabel); EditorGUILayout.LabelField("Timeline Support", EditorStyles.boldLabel);
using (new GUILayout.HorizontalScope()) { using (new GUILayout.HorizontalScope()) {
@ -446,7 +472,7 @@ namespace Spine.Unity.Editor {
SpineEditorUtilities.SpinePackageDependencyUtility.DisableTimelineSupport(); SpineEditorUtilities.SpinePackageDependencyUtility.DisableTimelineSupport();
} }
} }
#endif #endif
GUILayout.Space(20); GUILayout.Space(20);
EditorGUILayout.LabelField("3rd Party Settings", EditorStyles.boldLabel); EditorGUILayout.LabelField("3rd Party Settings", EditorStyles.boldLabel);
@ -1459,20 +1485,20 @@ namespace Spine.Unity.Editor {
/// <summary>Handles creating a new GameObject in the Unity Editor. This uses the new ObjectFactory API where applicable.</summary> /// <summary>Handles creating a new GameObject in the Unity Editor. This uses the new ObjectFactory API where applicable.</summary>
public static GameObject NewGameObject (string name) { public static GameObject NewGameObject (string name) {
#if NEW_PREFAB_SYSTEM #if NEW_PREFAB_SYSTEM
return ObjectFactory.CreateGameObject(name); return ObjectFactory.CreateGameObject(name);
#else #else
return new GameObject(name); return new GameObject(name);
#endif #endif
} }
/// <summary>Handles creating a new GameObject in the Unity Editor. This uses the new ObjectFactory API where applicable.</summary> /// <summary>Handles creating a new GameObject in the Unity Editor. This uses the new ObjectFactory API where applicable.</summary>
public static GameObject NewGameObject (string name, params System.Type[] components) { public static GameObject NewGameObject (string name, params System.Type[] components) {
#if NEW_PREFAB_SYSTEM #if NEW_PREFAB_SYSTEM
return ObjectFactory.CreateGameObject(name, components); return ObjectFactory.CreateGameObject(name, components);
#else #else
return new GameObject(name, components); return new GameObject(name, components);
#endif #endif
} }
public static void InstantiateEmptySpineGameObject<T> (string name) where T : MonoBehaviour { public static void InstantiateEmptySpineGameObject<T> (string name) where T : MonoBehaviour {
@ -1824,7 +1850,7 @@ namespace Spine.Unity.Editor {
Failure Failure
} }
#if NEW_TIMELINE_AS_PACKAGE #if NEW_TIMELINE_AS_PACKAGE
const string SPINE_TIMELINE_PACKAGE_DOWNLOADED_DEFINE = "SPINE_TIMELINE_PACKAGE_DOWNLOADED"; const string SPINE_TIMELINE_PACKAGE_DOWNLOADED_DEFINE = "SPINE_TIMELINE_PACKAGE_DOWNLOADED";
const string TIMELINE_PACKAGE_NAME = "com.unity.timeline"; const string TIMELINE_PACKAGE_NAME = "com.unity.timeline";
const string TIMELINE_ASMDEF_DEPENDENCY_STRING = "\"Unity.Timeline\""; const string TIMELINE_ASMDEF_DEPENDENCY_STRING = "\"Unity.Timeline\"";
@ -1877,9 +1903,9 @@ namespace Spine.Unity.Editor {
internal static void HandleSuccessfulTimelinePackageDownload () { internal static void HandleSuccessfulTimelinePackageDownload () {
#if !SPINE_TK2D #if !SPINE_TK2D
SpineBuildEnvUtility.EnableSpineAsmdefFiles(); SpineBuildEnvUtility.EnableSpineAsmdefFiles();
#endif #endif
SpineBuildEnvUtility.AddDependencyToAsmdefFile(TIMELINE_ASMDEF_DEPENDENCY_STRING); SpineBuildEnvUtility.AddDependencyToAsmdefFile(TIMELINE_ASMDEF_DEPENDENCY_STRING);
SpineBuildEnvUtility.EnableBuildDefine(SPINE_TIMELINE_PACKAGE_DOWNLOADED_DEFINE); SpineBuildEnvUtility.EnableBuildDefine(SPINE_TIMELINE_PACKAGE_DOWNLOADED_DEFINE);
@ -1911,7 +1937,7 @@ namespace Spine.Unity.Editor {
} }
} }
} }
#endif #endif
} }
} }