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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
[unity] Add initial flip to SkeletonRenderer. Initialized similar to initial skin and initial animation.
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@ -44,6 +44,7 @@ namespace Spine.Unity.Editor {
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protected static bool showBoneNames, showPaths, showShapes, showConstraints = true;
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protected SerializedProperty skeletonDataAsset, initialSkinName;
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protected SerializedProperty initialFlipX, initialFlipY;
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protected SerializedProperty singleSubmesh, separatorSlotNames, clearStateOnDisable, immutableTriangles;
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protected SerializedProperty normals, tangents, meshes, zSpacing, pmaVertexColors, tintBlack; // MeshGenerator settings
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protected SpineInspectorUtility.SerializedSortingProperties sortingProperties;
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@ -91,6 +92,8 @@ namespace Spine.Unity.Editor {
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var so = this.serializedObject;
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skeletonDataAsset = so.FindProperty("skeletonDataAsset");
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initialSkinName = so.FindProperty("initialSkinName");
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initialFlipX = so.FindProperty("initialFlipX");
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initialFlipY = so.FindProperty("initialFlipY");
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normals = so.FindProperty("calculateNormals");
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tangents = so.FindProperty("calculateTangents");
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meshes = so.FindProperty("renderMeshes");
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@ -172,7 +175,8 @@ namespace Spine.Unity.Editor {
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}
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if (valid)
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EditorGUILayout.PropertyField(initialSkinName);
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EditorGUILayout.PropertyField(initialSkinName);
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} else {
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var component = (SkeletonRenderer)target;
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@ -238,6 +242,13 @@ namespace Spine.Unity.Editor {
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EditorGUI.BeginChangeCheck();
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if (advancedFoldout = EditorGUILayout.Foldout(advancedFoldout, "Advanced")) {
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using (new SpineInspectorUtility.IndentScope()) {
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using (new EditorGUILayout.HorizontalScope()) {
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initialFlipX.boolValue = EditorGUILayout.ToggleLeft(initialFlipX.displayName, initialFlipX.boolValue, GUILayout.Width(120f));
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initialFlipY.boolValue = EditorGUILayout.ToggleLeft(initialFlipY.displayName, initialFlipY.boolValue, GUILayout.Width(120f));
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EditorGUILayout.Space();
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}
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EditorGUILayout.Space();
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using (new SpineInspectorUtility.LabelWidthScope()) {
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// Optimization options
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@ -46,6 +46,7 @@ namespace Spine.Unity {
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public SkeletonDataAsset skeletonDataAsset;
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
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public string initialSkinName;
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public bool initialFlipX, initialFlipY;
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#region Advanced
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// Submesh Separation
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@ -187,6 +188,9 @@ namespace Spine.Unity {
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if (!string.IsNullOrEmpty(initialSkinName) && !string.Equals(initialSkinName, "default", System.StringComparison.Ordinal))
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skeleton.SetSkin(initialSkinName);
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skeleton.flipX = initialFlipX;
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skeleton.flipY = initialFlipY;
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separatorSlots.Clear();
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for (int i = 0; i < separatorSlotNames.Length; i++)
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separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
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