From aef9261d401c367370bc654ee2738f5f50b91805 Mon Sep 17 00:00:00 2001 From: pharan Date: Fri, 24 Aug 2018 05:59:20 +0800 Subject: [PATCH] [unity] Add IkConstraint compress and uniform to SkeletonDebugWindow. --- .../Spine/Editor/spine-unity/Editor/SkeletonDebugWindow.cs | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/SkeletonDebugWindow.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/SkeletonDebugWindow.cs index 73396814c..abab90f5e 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/SkeletonDebugWindow.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/SkeletonDebugWindow.cs @@ -371,12 +371,16 @@ namespace Spine.Unity.Editor { foreach (var c in skeleton.IkConstraints) { EditorGUILayout.LabelField(SpineInspectorUtility.TempContent(c.Data.Name, Icons.constraintIK)); FalseDropDown("Goal", c.Data.Target.Name, Icons.bone, true); + using (new EditorGUI.DisabledGroupScope(true)) { + EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Data.Uniform", tooltip: "Uniformly scales a bone when Ik stretches or compresses."), c.Data.Uniform); + } EditorGUI.BeginChangeCheck(); c.Mix = EditorGUILayout.Slider("Mix", c.Mix, MixMin, MixMax); c.BendDirection = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Bend Clockwise", tooltip: "IkConstraint.BendDirection == 1 if clockwise; -1 if counterclockwise."), c.BendDirection > 0) ? 1 : -1; + c.Compress = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Compress", tooltip: "Compress single bone IK when the target too close. Not applied when parent bone has nonuniform scale."), c.Compress); c.Stretch = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Stretch", tooltip: "Stretch the parent bone when the target is out of range. Not applied when parent bone has nonuniform scale."), c.Stretch); - if (EditorGUI.EndChangeCheck()) requireRepaint = true; + if (EditorGUI.EndChangeCheck()) requireRepaint = true; EditorGUILayout.Space(); }