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[unity] Add IkConstraint compress and uniform to SkeletonDebugWindow.
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@ -371,12 +371,16 @@ namespace Spine.Unity.Editor {
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foreach (var c in skeleton.IkConstraints) {
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foreach (var c in skeleton.IkConstraints) {
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EditorGUILayout.LabelField(SpineInspectorUtility.TempContent(c.Data.Name, Icons.constraintIK));
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EditorGUILayout.LabelField(SpineInspectorUtility.TempContent(c.Data.Name, Icons.constraintIK));
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FalseDropDown("Goal", c.Data.Target.Name, Icons.bone, true);
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FalseDropDown("Goal", c.Data.Target.Name, Icons.bone, true);
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using (new EditorGUI.DisabledGroupScope(true)) {
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EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Data.Uniform", tooltip: "Uniformly scales a bone when Ik stretches or compresses."), c.Data.Uniform);
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}
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EditorGUI.BeginChangeCheck();
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EditorGUI.BeginChangeCheck();
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c.Mix = EditorGUILayout.Slider("Mix", c.Mix, MixMin, MixMax);
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c.Mix = EditorGUILayout.Slider("Mix", c.Mix, MixMin, MixMax);
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c.BendDirection = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Bend Clockwise", tooltip: "IkConstraint.BendDirection == 1 if clockwise; -1 if counterclockwise."), c.BendDirection > 0) ? 1 : -1;
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c.BendDirection = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Bend Clockwise", tooltip: "IkConstraint.BendDirection == 1 if clockwise; -1 if counterclockwise."), c.BendDirection > 0) ? 1 : -1;
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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);
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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);
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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);
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if (EditorGUI.EndChangeCheck()) requireRepaint = true;
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if (EditorGUI.EndChangeCheck()) requireRepaint = true;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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}
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}
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