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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Spine.Unity and Spine.Unity.Editor namespace
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80d8e9e276
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@ -38,10 +38,10 @@ using UnityEditor;
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using UnityEngine;
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using Spine;
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namespace Spine.Unity {
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(AtlasAsset))]
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public class AtlasAssetInspector : Editor {
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public class AtlasAssetInspector : UnityEditor.Editor {
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private SerializedProperty atlasFile, materials;
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private AtlasAsset atlasAsset;
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private List<bool> baked;
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@ -14,9 +14,9 @@ using UnityEditor.AnimatedValues;
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using UnityEngine;
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using Spine;
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namespace Spine.Unity {
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(SkeletonDataAsset))]
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public class SkeletonDataAssetInspector : Editor {
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public class SkeletonDataAssetInspector : UnityEditor.Editor {
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static bool showAnimationStateData = true;
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static bool showAnimationList = true;
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static bool showSlotList = false;
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@ -50,6 +50,7 @@ namespace Spine.Unity {
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try {
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atlasAssets = serializedObject.FindProperty("atlasAssets");
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atlasAssets.isExpanded = true;
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skeletonJSON = serializedObject.FindProperty("skeletonJSON");
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scale = serializedObject.FindProperty("scale");
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fromAnimation = serializedObject.FindProperty("fromAnimation");
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@ -1,6 +1,6 @@
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using UnityEngine;
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namespace Spine {
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namespace Spine.Unity.Editor {
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public static class AssetDatabaseAvailabilityDetector {
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const string MARKER_RESOURCE_NAME = "SpineAssetDatabaseMarker";
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private static bool _isMarkerLoaded;
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@ -33,8 +33,11 @@ using System;
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using UnityEditor;
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using UnityEngine;
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(BoneFollower))]
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public class BoneFollowerInspector : Editor {
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public class BoneFollowerInspector : UnityEditor.Editor {
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SerializedProperty boneName, skeletonRenderer, followZPosition, followBoneRotation;
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BoneFollower component;
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bool needsReset;
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@ -84,9 +87,11 @@ public class BoneFollowerInspector : Editor {
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}
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if (serializedObject.ApplyModifiedProperties() ||
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(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
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(UnityEngine.Event.current.type == EventType.ValidateCommand && UnityEngine.Event.current.commandName == "UndoRedoPerformed")
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) {
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component.Reset();
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}
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}
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}
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}
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@ -33,7 +33,7 @@ using System.IO;
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using UnityEditor;
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using UnityEngine;
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namespace Spine.Unity {
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namespace Spine.Unity.Editor {
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public static class Menus {
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[MenuItem("Assets/Create/Spine Atlas")]
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static public void CreateAtlas () {
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@ -33,7 +33,7 @@ using UnityEditor;
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using UnityEngine;
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using Spine;
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namespace Spine.Unity {
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(SkeletonAnimation))]
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public class SkeletonAnimationInspector : SkeletonRendererInspector {
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@ -6,7 +6,7 @@ using System;
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using UnityEditor;
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using UnityEngine;
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namespace Spine.Unity {
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(SkeletonAnimator))]
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public class SkeletonAnimatorInspector : SkeletonRendererInspector {
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protected SerializedProperty layerMixModes;
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@ -43,8 +43,9 @@ using Spine;
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/// Color Keys (Maybe one day when Unity supports full FBX standard and provides access with code)
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/// InheritScale (Never. Unity and Spine do scaling very differently)
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/// Draw Order Keyframes
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/// </summary>
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///
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namespace Spine.Unity.Editor {
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public static class SkeletonBaker {
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#region SkeletonAnimator's Mecanim Clips
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@ -1484,3 +1485,6 @@ public static class SkeletonBaker {
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}
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}
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@ -33,10 +33,10 @@ using System;
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using UnityEditor;
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using UnityEngine;
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namespace Spine.Unity {
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(SkeletonRenderer))]
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public class SkeletonRendererInspector : Editor {
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public class SkeletonRendererInspector : UnityEditor.Editor {
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protected static bool advancedFoldout;
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protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles, separatorSlotNames, front, zSpacing;
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@ -6,13 +6,11 @@
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using UnityEngine;
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using UnityEditor;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using Spine;
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namespace Spine.Unity.Editor {
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public struct SpineDrawerValuePair {
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public string str;
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public SerializedProperty property;
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@ -354,3 +352,5 @@ public class SpineAtlasRegionDrawer : PropertyDrawer {
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}
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}
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}
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@ -35,6 +35,7 @@
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* Spine Editor Utilities created by Mitch Thompson
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* Full irrevocable rights and permissions granted to Esoteric Software
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*****************************************************************************/
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#define SPINE_SKELETONANIMATOR
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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@ -45,6 +46,8 @@ using System.Linq;
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using System.Reflection;
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using Spine;
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namespace Spine.Unity.Editor {
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[InitializeOnLoad]
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public class SpineEditorUtilities : AssetPostprocessor {
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@ -191,6 +194,7 @@ public class SpineEditorUtilities : AssetPostprocessor {
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Initialize();
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}
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#region Hierarchy Icon
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static void HierarchyWindowChanged () {
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skeletonRendererTable.Clear();
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skeletonUtilityBoneTable.Clear();
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@ -254,6 +258,7 @@ public class SpineEditorUtilities : AssetPostprocessor {
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}
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}
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#endregion
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static void OnPostprocessAllAssets (string[] imported, string[] deleted, string[] moved, string[] movedFromAssetPaths) {
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if (imported.Length == 0)
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@ -469,14 +474,6 @@ public class SpineEditorUtilities : AssetPostprocessor {
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}
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}
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static void UpdateMecanimClips (SkeletonDataAsset skeletonDataAsset) {
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if (skeletonDataAsset.controller == null)
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return;
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SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);
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}
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static bool CheckForValidAtlas (string atlasPath) {
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return false;
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//////////////DEPRECATED - always check for new atlas data now
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@ -932,7 +929,8 @@ public class SpineEditorUtilities : AssetPostprocessor {
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}
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}
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[MenuItem("Assets/Spine/Instantiate (SkeletonAnimation)")]
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#region SkeletonAnimation Menu
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[MenuItem("Assets/Spine/Instantiate (SkeletonAnimation)", false, 10)]
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static void InstantiateSkeletonAnimation () {
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Object[] arr = Selection.objects;
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foreach (Object o in arr) {
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@ -944,7 +942,7 @@ public class SpineEditorUtilities : AssetPostprocessor {
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}
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}
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[MenuItem("Assets/Spine/Instantiate (SkeletonAnimation)", true)]
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[MenuItem("Assets/Spine/Instantiate (SkeletonAnimation)", true, 10)]
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static bool ValidateInstantiateSkeletonAnimation () {
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Object[] arr = Selection.objects;
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@ -1013,8 +1011,18 @@ public class SpineEditorUtilities : AssetPostprocessor {
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return anim;
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}
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#endregion
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[MenuItem("Assets/Spine/Instantiate (Mecanim)")]
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#region SkeletonAnimator
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#if SPINE_SKELETONANIMATOR
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static void UpdateMecanimClips (SkeletonDataAsset skeletonDataAsset) {
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if (skeletonDataAsset.controller == null)
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return;
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SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);
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}
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[MenuItem("Assets/Spine/Instantiate (Mecanim)", false, 100)]
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static void InstantiateSkeletonAnimator () {
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Object[] arr = Selection.objects;
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foreach (Object o in arr) {
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@ -1026,7 +1034,7 @@ public class SpineEditorUtilities : AssetPostprocessor {
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}
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}
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[MenuItem("Assets/Spine/Instantiate (SkeletonAnimation)", true)]
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[MenuItem("Assets/Spine/Instantiate (Mecanim)", true, 100)]
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static bool ValidateInstantiateSkeletonAnimator () {
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Object[] arr = Selection.objects;
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@ -1099,7 +1107,10 @@ public class SpineEditorUtilities : AssetPostprocessor {
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return anim;
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}
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#endif
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#endregion
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#region Spine Preferences
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static bool preferencesLoaded = false;
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[PreferenceItem("Spine")]
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@ -1127,7 +1138,7 @@ public class SpineEditorUtilities : AssetPostprocessor {
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DisableTK2D();
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GUILayout.EndHorizontal();
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}
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#endregion
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//TK2D Support
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const string SPINE_TK2D_DEFINE = "SPINE_TK2D";
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@ -1207,3 +1218,6 @@ public class SpineEditorUtilities : AssetPostprocessor {
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}
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}
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}
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}
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@ -35,7 +35,7 @@ using UnityEditor;
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using System.Reflection;
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using System;
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namespace Spine.Unity {
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namespace Spine.Unity.Editor {
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public static class SpineInspectorUtility {
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public static string Pluralize (int n, string singular, string plural) {
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@ -100,5 +100,4 @@ namespace Spine.Unity {
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}
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#endregion
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}
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}
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@ -33,8 +33,10 @@ using UnityEngine;
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using UnityEditor;
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using System.Collections;
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(BoundingBoxFollower))]
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public class BoundingBoxFollowerInspector : Editor {
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public class BoundingBoxFollowerInspector : UnityEditor.Editor {
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SerializedProperty skeletonRenderer, slotName;
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BoundingBoxFollower follower;
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bool needToReset = false;
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@ -82,3 +84,5 @@ public class BoundingBoxFollowerInspector : Editor {
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}
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}
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}
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}
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@ -37,7 +37,7 @@ using UnityEngine;
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using System.Collections;
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using Spine;
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namespace Spine {
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namespace Spine.Unity {
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/// <summary>
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/// Use this as a condition-blocking yield instruction for Unity Coroutines.
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/// The routine will pause until the AnimationState.TrackEntry fires its Complete event.</summary>
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@ -37,7 +37,7 @@ using UnityEngine;
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using System.Collections;
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using Spine;
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namespace Spine {
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namespace Spine.Unity {
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/// <summary>
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/// Use this as a condition-blocking yield instruction for Unity Coroutines.
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/// The routine will pause until the AnimationState fires an event matching the given event name or EventData reference.</summary>
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