mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-25 19:21:26 +08:00
[unity] Some SpineEditorUtilities cleanup.
This commit is contained in:
parent
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commit
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@ -163,9 +163,7 @@ namespace Spine.Unity.Editor {
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static readonly List<ScriptableObject> protectFromStackGarbageCollection = new List<ScriptableObject>();
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static readonly List<ScriptableObject> protectFromStackGarbageCollection = new List<ScriptableObject>();
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static HashSet<string> assetsImportedInWrongState = new HashSet<string>();
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static HashSet<string> assetsImportedInWrongState = new HashSet<string>();
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static Dictionary<int, GameObject> skeletonRendererTable = new Dictionary<int, GameObject>();
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static Dictionary<int, SkeletonUtilityBone> skeletonUtilityBoneTable = new Dictionary<int, SkeletonUtilityBone>();
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static Dictionary<int, BoundingBoxFollower> boundingBoxFollowerTable = new Dictionary<int, BoundingBoxFollower>();
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#if SPINE_TK2D
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#if SPINE_TK2D
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const float DEFAULT_DEFAULT_SCALE = 1f;
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const float DEFAULT_DEFAULT_SCALE = 1f;
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@ -224,21 +222,20 @@ namespace Spine.Unity.Editor {
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// Drag and Drop
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// Drag and Drop
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SceneView.onSceneGUIDelegate -= SceneViewDragAndDrop;
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SceneView.onSceneGUIDelegate -= SceneViewDragAndDrop;
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SceneView.onSceneGUIDelegate += SceneViewDragAndDrop;
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SceneView.onSceneGUIDelegate += SceneViewDragAndDrop;
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EditorApplication.hierarchyWindowItemOnGUI -= HierarchyDragAndDrop;
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EditorApplication.hierarchyWindowItemOnGUI -= SpineEditorHierarchyHandler.HierarchyDragAndDrop;
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EditorApplication.hierarchyWindowItemOnGUI += HierarchyDragAndDrop;
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EditorApplication.hierarchyWindowItemOnGUI += SpineEditorHierarchyHandler.HierarchyDragAndDrop;
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// Hierarchy Icons
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// Hierarchy Icons
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#if UNITY_2017_2_OR_NEWER
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#if UNITY_2017_2_OR_NEWER
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EditorApplication.playModeStateChanged -= HierarchyIconsOnPlaymodeStateChanged;
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EditorApplication.playModeStateChanged -= SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged;
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EditorApplication.playModeStateChanged += HierarchyIconsOnPlaymodeStateChanged;
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EditorApplication.playModeStateChanged += SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged;
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HierarchyIconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
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SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
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#else
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#else
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EditorApplication.playmodeStateChanged -= HierarchyIconsOnPlaymodeStateChanged;
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EditorApplication.playmodeStateChanged -= SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged;
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EditorApplication.playmodeStateChanged += HierarchyIconsOnPlaymodeStateChanged;
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EditorApplication.playmodeStateChanged += SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged;
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HierarchyIconsOnPlaymodeStateChanged();
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SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged();
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#endif
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#endif
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initialized = true;
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initialized = true;
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}
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}
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@ -261,9 +258,9 @@ namespace Spine.Unity.Editor {
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if (EditorGUI.EndChangeCheck()) {
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if (EditorGUI.EndChangeCheck()) {
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EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
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EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
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#if UNITY_2017_2_OR_NEWER
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#if UNITY_2017_2_OR_NEWER
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HierarchyIconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
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SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
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#else
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#else
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HierarchyIconsOnPlaymodeStateChanged();
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SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged();
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#endif
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#endif
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}
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}
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@ -319,10 +316,9 @@ namespace Spine.Unity.Editor {
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#endregion
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#endregion
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#region Drag and Drop Instantiation
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#region Drag and Drop Instantiation
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public delegate Component InstantiateDelegate (SkeletonDataAsset skeletonDataAsset);
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public delegate Component InstantiateDelegate (SkeletonDataAsset skeletonDataAsset);
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struct SpawnMenuData {
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public struct SpawnMenuData {
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public Vector3 spawnPoint;
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public Vector3 spawnPoint;
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public SkeletonDataAsset skeletonDataAsset;
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public SkeletonDataAsset skeletonDataAsset;
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public InstantiateDelegate instantiateDelegate;
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public InstantiateDelegate instantiateDelegate;
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@ -335,7 +331,7 @@ namespace Spine.Unity.Editor {
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public bool isUI;
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public bool isUI;
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}
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}
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public static readonly List<SkeletonComponentSpawnType> additionalSpawnTypes = new List<SkeletonComponentSpawnType>();
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internal static readonly List<SkeletonComponentSpawnType> additionalSpawnTypes = new List<SkeletonComponentSpawnType>();
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static void SceneViewDragAndDrop (SceneView sceneview) {
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static void SceneViewDragAndDrop (SceneView sceneview) {
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var current = UnityEngine.Event.current;
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var current = UnityEngine.Event.current;
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@ -374,45 +370,6 @@ namespace Spine.Unity.Editor {
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}
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}
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}
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}
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static void HierarchyDragAndDrop (int instanceId, Rect selectionRect) {
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// HACK: Uses EditorApplication.hierarchyWindowItemOnGUI.
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// Only works when there is at least one item in the scene.
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var current = UnityEngine.Event.current;
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var eventType = current.type;
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bool isDraggingEvent = eventType == EventType.DragUpdated;
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bool isDropEvent = eventType == EventType.DragPerform;
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if (isDraggingEvent || isDropEvent) {
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var mouseOverWindow = EditorWindow.mouseOverWindow;
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if (mouseOverWindow != null) {
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// One, existing, valid SkeletonDataAsset
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var references = DragAndDrop.objectReferences;
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if (references.Length == 1) {
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var skeletonDataAsset = references[0] as SkeletonDataAsset;
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if (skeletonDataAsset != null && skeletonDataAsset.GetSkeletonData(true) != null) {
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// Allow drag-and-dropping anywhere in the Hierarchy Window.
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// HACK: string-compare because we can't get its type via reflection.
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const string HierarchyWindow = "UnityEditor.SceneHierarchyWindow";
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if (HierarchyWindow.Equals(mouseOverWindow.GetType().ToString(), System.StringComparison.Ordinal)) {
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if (isDraggingEvent) {
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DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
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current.Use();
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} else if (isDropEvent) {
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ShowInstantiateContextMenu(skeletonDataAsset, Vector3.zero);
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DragAndDrop.AcceptDrag();
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current.Use();
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return;
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}
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}
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}
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}
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}
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}
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}
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public static void ShowInstantiateContextMenu (SkeletonDataAsset skeletonDataAsset, Vector3 spawnPoint) {
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public static void ShowInstantiateContextMenu (SkeletonDataAsset skeletonDataAsset, Vector3 spawnPoint) {
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var menu = new GenericMenu();
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var menu = new GenericMenu();
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@ -450,8 +407,8 @@ namespace Spine.Unity.Editor {
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menu.ShowAsContext();
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menu.ShowAsContext();
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}
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}
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public static void HandleSkeletonComponentDrop (object menuData) {
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public static void HandleSkeletonComponentDrop (object spawnMenuData) {
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var data = (SpawnMenuData)menuData;
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var data = (SpawnMenuData)spawnMenuData;
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if (data.skeletonDataAsset.GetSkeletonData(true) == null) {
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if (data.skeletonDataAsset.GetSkeletonData(true) == null) {
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EditorUtility.DisplayDialog("Invalid SkeletonDataAsset", "Unable to create Spine GameObject.\n\nPlease check your SkeletonDataAsset.", "Ok");
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EditorUtility.DisplayDialog("Invalid SkeletonDataAsset", "Unable to create Spine GameObject.\n\nPlease check your SkeletonDataAsset.", "Ok");
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@ -460,16 +417,15 @@ namespace Spine.Unity.Editor {
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bool isUI = data.isUI;
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bool isUI = data.isUI;
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GameObject newGameObject = null;
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Component newSkeletonComponent = data.instantiateDelegate.Invoke(data.skeletonDataAsset);
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Component newSkeletonComponent = data.instantiateDelegate.Invoke(data.skeletonDataAsset);
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newGameObject = newSkeletonComponent.gameObject;
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GameObject newGameObject = newSkeletonComponent.gameObject;
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var transform = newGameObject.transform;
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Transform newTransform = newGameObject.transform;
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var activeGameObject = Selection.activeGameObject;
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var activeGameObject = Selection.activeGameObject;
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if (isUI && activeGameObject != null)
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if (isUI && activeGameObject != null)
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transform.SetParent(activeGameObject.transform, false);
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newTransform.SetParent(activeGameObject.transform, false);
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newGameObject.transform.position = isUI ? data.spawnPoint : RoundVector(data.spawnPoint, 2);
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newTransform.position = isUI ? data.spawnPoint : RoundVector(data.spawnPoint, 2);
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if (isUI && (activeGameObject == null || activeGameObject.GetComponent<RectTransform>() == null))
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if (isUI && (activeGameObject == null || activeGameObject.GetComponent<RectTransform>() == null))
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Debug.Log("Created a UI Skeleton GameObject not under a RectTransform. It may not be visible until you parent it to a canvas.");
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Debug.Log("Created a UI Skeleton GameObject not under a RectTransform. It may not be visible until you parent it to a canvas.");
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@ -505,72 +461,117 @@ namespace Spine.Unity.Editor {
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#endregion
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#endregion
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#region Hierarchy
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#region Hierarchy
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#if UNITY_2017_2_OR_NEWER
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static class SpineEditorHierarchyHandler {
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static void HierarchyIconsOnPlaymodeStateChanged (PlayModeStateChange stateChange) {
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static Dictionary<int, GameObject> skeletonRendererTable = new Dictionary<int, GameObject>();
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#else
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static Dictionary<int, SkeletonUtilityBone> skeletonUtilityBoneTable = new Dictionary<int, SkeletonUtilityBone>();
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static void HierarchyIconsOnPlaymodeStateChanged () {
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static Dictionary<int, BoundingBoxFollower> boundingBoxFollowerTable = new Dictionary<int, BoundingBoxFollower>();
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#endif
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skeletonRendererTable.Clear();
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skeletonUtilityBoneTable.Clear();
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boundingBoxFollowerTable.Clear();
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EditorApplication.hierarchyWindowChanged -= HierarchyIconsOnChanged;
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#if UNITY_2017_2_OR_NEWER
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EditorApplication.hierarchyWindowItemOnGUI -= HierarchyIconsOnGUI;
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internal static void HierarchyIconsOnPlaymodeStateChanged (PlayModeStateChange stateChange) {
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#else
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internal static void HierarchyIconsOnPlaymodeStateChanged () {
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#endif
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skeletonRendererTable.Clear();
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skeletonUtilityBoneTable.Clear();
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boundingBoxFollowerTable.Clear();
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if (!Application.isPlaying && showHierarchyIcons) {
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EditorApplication.hierarchyWindowChanged -= HierarchyIconsOnChanged;
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EditorApplication.hierarchyWindowChanged += HierarchyIconsOnChanged;
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EditorApplication.hierarchyWindowItemOnGUI -= HierarchyIconsOnGUI;
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EditorApplication.hierarchyWindowItemOnGUI += HierarchyIconsOnGUI;
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HierarchyIconsOnChanged();
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if (!Application.isPlaying && showHierarchyIcons) {
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EditorApplication.hierarchyWindowChanged += HierarchyIconsOnChanged;
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EditorApplication.hierarchyWindowItemOnGUI += HierarchyIconsOnGUI;
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HierarchyIconsOnChanged();
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}
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}
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}
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}
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static void HierarchyIconsOnChanged () {
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internal static void HierarchyIconsOnChanged () {
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skeletonRendererTable.Clear();
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skeletonRendererTable.Clear();
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skeletonUtilityBoneTable.Clear();
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skeletonUtilityBoneTable.Clear();
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boundingBoxFollowerTable.Clear();
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boundingBoxFollowerTable.Clear();
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SkeletonRenderer[] arr = Object.FindObjectsOfType<SkeletonRenderer>();
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SkeletonRenderer[] arr = Object.FindObjectsOfType<SkeletonRenderer>();
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foreach (SkeletonRenderer r in arr)
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foreach (SkeletonRenderer r in arr)
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skeletonRendererTable[r.gameObject.GetInstanceID()] = r.gameObject;
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skeletonRendererTable[r.gameObject.GetInstanceID()] = r.gameObject;
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SkeletonUtilityBone[] boneArr = Object.FindObjectsOfType<SkeletonUtilityBone>();
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SkeletonUtilityBone[] boneArr = Object.FindObjectsOfType<SkeletonUtilityBone>();
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foreach (SkeletonUtilityBone b in boneArr)
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foreach (SkeletonUtilityBone b in boneArr)
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skeletonUtilityBoneTable[b.gameObject.GetInstanceID()] = b;
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skeletonUtilityBoneTable[b.gameObject.GetInstanceID()] = b;
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BoundingBoxFollower[] bbfArr = Object.FindObjectsOfType<BoundingBoxFollower>();
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BoundingBoxFollower[] bbfArr = Object.FindObjectsOfType<BoundingBoxFollower>();
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foreach (BoundingBoxFollower bbf in bbfArr)
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foreach (BoundingBoxFollower bbf in bbfArr)
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boundingBoxFollowerTable[bbf.gameObject.GetInstanceID()] = bbf;
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boundingBoxFollowerTable[bbf.gameObject.GetInstanceID()] = bbf;
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}
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}
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static void HierarchyIconsOnGUI (int instanceId, Rect selectionRect) {
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internal static void HierarchyIconsOnGUI (int instanceId, Rect selectionRect) {
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Rect r = new Rect(selectionRect);
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Rect r = new Rect(selectionRect);
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if (skeletonRendererTable.ContainsKey(instanceId)) {
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if (skeletonRendererTable.ContainsKey(instanceId)) {
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r.x = r.width - 15;
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r.x = r.width - 15;
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r.width = 15;
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r.width = 15;
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GUI.Label(r, Icons.spine);
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GUI.Label(r, Icons.spine);
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} else if (skeletonUtilityBoneTable.ContainsKey(instanceId)) {
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} else if (skeletonUtilityBoneTable.ContainsKey(instanceId)) {
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r.x -= 26;
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r.x -= 26;
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if (skeletonUtilityBoneTable[instanceId] != null) {
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if (skeletonUtilityBoneTable[instanceId] != null) {
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if (skeletonUtilityBoneTable[instanceId].transform.childCount == 0)
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if (skeletonUtilityBoneTable[instanceId].transform.childCount == 0)
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r.x += 13;
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r.x += 13;
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r.y += 2;
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r.y += 2;
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r.width = 13;
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r.width = 13;
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r.height = 13;
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r.height = 13;
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if (skeletonUtilityBoneTable[instanceId].mode == SkeletonUtilityBone.Mode.Follow)
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if (skeletonUtilityBoneTable[instanceId].mode == SkeletonUtilityBone.Mode.Follow)
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GUI.DrawTexture(r, Icons.bone);
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GUI.DrawTexture(r, Icons.bone);
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else
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else
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GUI.DrawTexture(r, Icons.poseBones);
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GUI.DrawTexture(r, Icons.poseBones);
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}
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} else if (boundingBoxFollowerTable.ContainsKey(instanceId)) {
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r.x -= 26;
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if (boundingBoxFollowerTable[instanceId] != null) {
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if (boundingBoxFollowerTable[instanceId].transform.childCount == 0)
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r.x += 13;
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r.y += 2;
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r.width = 13;
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r.height = 13;
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GUI.DrawTexture(r, Icons.boundingBox);
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}
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}
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}
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} else if (boundingBoxFollowerTable.ContainsKey(instanceId)) {
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}
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r.x -= 26;
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if (boundingBoxFollowerTable[instanceId] != null) {
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internal static void HierarchyDragAndDrop (int instanceId, Rect selectionRect) {
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if (boundingBoxFollowerTable[instanceId].transform.childCount == 0)
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// HACK: Uses EditorApplication.hierarchyWindowItemOnGUI.
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r.x += 13;
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// Only works when there is at least one item in the scene.
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r.y += 2;
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var current = UnityEngine.Event.current;
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r.width = 13;
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var eventType = current.type;
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r.height = 13;
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bool isDraggingEvent = eventType == EventType.DragUpdated;
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GUI.DrawTexture(r, Icons.boundingBox);
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bool isDropEvent = eventType == EventType.DragPerform;
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if (isDraggingEvent || isDropEvent) {
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var mouseOverWindow = EditorWindow.mouseOverWindow;
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if (mouseOverWindow != null) {
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// One, existing, valid SkeletonDataAsset
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var references = DragAndDrop.objectReferences;
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if (references.Length == 1) {
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var skeletonDataAsset = references[0] as SkeletonDataAsset;
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if (skeletonDataAsset != null && skeletonDataAsset.GetSkeletonData(true) != null) {
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// Allow drag-and-dropping anywhere in the Hierarchy Window.
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// HACK: string-compare because we can't get its type via reflection.
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const string HierarchyWindow = "UnityEditor.SceneHierarchyWindow";
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if (HierarchyWindow.Equals(mouseOverWindow.GetType().ToString(), System.StringComparison.Ordinal)) {
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if (isDraggingEvent) {
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DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
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current.Use();
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} else if (isDropEvent) {
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ShowInstantiateContextMenu(skeletonDataAsset, Vector3.zero);
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DragAndDrop.AcceptDrag();
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current.Use();
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return;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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#endregion
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#endregion
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@ -665,7 +666,7 @@ namespace Spine.Unity.Editor {
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bool resolved = false;
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bool resolved = false;
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while (!resolved) {
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while (!resolved) {
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var filename = Path.GetFileNameWithoutExtension(sp);
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string filename = Path.GetFileNameWithoutExtension(sp);
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int result = EditorUtility.DisplayDialogComplex(
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int result = EditorUtility.DisplayDialogComplex(
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string.Format("AtlasAsset for \"{0}\"", filename),
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string.Format("AtlasAsset for \"{0}\"", filename),
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string.Format("Could not automatically set the AtlasAsset for \"{0}\". You may set it manually.", filename),
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string.Format("Could not automatically set the AtlasAsset for \"{0}\". You may set it manually.", filename),
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@ -1653,11 +1654,12 @@ namespace Spine.Unity.Editor {
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public static GUIStyle BoneNameStyle {
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public static GUIStyle BoneNameStyle {
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get {
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get {
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if (_boneNameStyle == null) {
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if (_boneNameStyle == null) {
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_boneNameStyle = new GUIStyle(EditorStyles.whiteMiniLabel);
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_boneNameStyle = new GUIStyle(EditorStyles.whiteMiniLabel) {
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_boneNameStyle.alignment = TextAnchor.MiddleCenter;
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alignment = TextAnchor.MiddleCenter,
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_boneNameStyle.stretchWidth = true;
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stretchWidth = true,
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_boneNameStyle.padding = new RectOffset(0, 0, 0, 0);
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padding = new RectOffset(0, 0, 0, 0),
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_boneNameStyle.contentOffset = new Vector2(-5f, 0f);
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contentOffset = new Vector2(-5f, 0f)
|
||||||
|
};
|
||||||
}
|
}
|
||||||
return _boneNameStyle;
|
return _boneNameStyle;
|
||||||
}
|
}
|
||||||
@ -1979,7 +1981,7 @@ namespace Spine.Unity.Editor {
|
|||||||
}
|
}
|
||||||
|
|
||||||
static void DrawArrowhead (Matrix4x4 m) {
|
static void DrawArrowhead (Matrix4x4 m) {
|
||||||
var s = SpineHandles.handleScale;
|
float s = SpineHandles.handleScale;
|
||||||
m.m00 *= s;
|
m.m00 *= s;
|
||||||
m.m01 *= s;
|
m.m01 *= s;
|
||||||
m.m02 *= s;
|
m.m02 *= s;
|
||||||
|
|||||||
Loading…
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Reference in New Issue
Block a user