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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
[unity] SpineEditorUtilities minor formatting.
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@ -213,15 +213,15 @@ namespace Spine.Unity.Editor {
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// Data Refresh Edit Mode.
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// This prevents deserialized SkeletonData from persisting from play mode to edit mode.
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#if NEWPLAYMODECALLBACKS
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#if NEWPLAYMODECALLBACKS
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EditorApplication.playModeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
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EditorApplication.playModeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
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DataReloadHandler.OnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
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#else
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#else
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EditorApplication.playmodeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
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EditorApplication.playmodeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
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DataReloadHandler.OnPlaymodeStateChanged();
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#endif
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#endif
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initialized = true;
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}
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@ -233,11 +233,11 @@ namespace Spine.Unity.Editor {
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#endregion
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public static class Preferences {
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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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#else
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#else
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const float DEFAULT_DEFAULT_SCALE = 0.01f;
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#endif
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#endif
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const string DEFAULT_SCALE_KEY = "SPINE_DEFAULT_SCALE";
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public static float defaultScale = DEFAULT_DEFAULT_SCALE;
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@ -302,11 +302,11 @@ namespace Spine.Unity.Editor {
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showHierarchyIcons = EditorGUILayout.Toggle(new GUIContent("Show Hierarchy Icons", "Show relevant icons on GameObjects with Spine Components on them. Disable this if you have large, complex scenes."), showHierarchyIcons);
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if (EditorGUI.EndChangeCheck()) {
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EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
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#if NEWPLAYMODECALLBACKS
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#if NEWPLAYMODECALLBACKS
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HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
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#else
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#else
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HierarchyHandler.IconsOnPlaymodeStateChanged();
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#endif
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#endif
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}
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BoolPrefsField(ref autoReloadSceneSkeletons, AUTO_RELOAD_SCENESKELETONS_KEY, new GUIContent("Auto-reload scene components", "Reloads Skeleton components in the scene whenever their SkeletonDataAsset is modified. This makes it so changes in the SkeletonDataAsset inspector are immediately reflected. This may be slow when your scenes have large numbers of SkeletonRenderers or SkeletonGraphic."));
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@ -491,7 +491,7 @@ namespace Spine.Unity.Editor {
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}
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}
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#region Match SkeletonData with Atlases
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#region Match SkeletonData with Atlases
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static readonly AttachmentType[] AtlasTypes = { AttachmentType.Region, AttachmentType.Linkedmesh, AttachmentType.Mesh };
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public static List<string> GetRequiredAtlasRegions (string skeletonDataPath) {
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@ -608,7 +608,7 @@ namespace Spine.Unity.Editor {
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return new ClippingAttachment(name);
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}
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}
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#endregion
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#endregion
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public static void ImportSpineContent (string[] imported, bool reimport = false) {
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var atlasPaths = new List<string>();
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@ -663,9 +663,9 @@ namespace Spine.Unity.Editor {
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string dir = Path.GetDirectoryName(skeletonPath);
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#if SPINE_TK2D
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#if SPINE_TK2D
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IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, null);
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#else
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#else
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var localAtlases = FindAtlasesAtPath(dir);
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var requiredPaths = GetRequiredAtlasRegions(skeletonPath);
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var atlasMatch = GetMatchingAtlas(requiredPaths, localAtlases);
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@ -677,7 +677,7 @@ namespace Spine.Unity.Editor {
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if (abortSkeletonImport)
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break;
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#endif
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#endif
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}
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// Any post processing of images
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}
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@ -722,10 +722,10 @@ namespace Spine.Unity.Editor {
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SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
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string currentHash = skeletonData != null ? skeletonData.Hash : null;
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#if SPINE_SKELETONMECANIM
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#if SPINE_SKELETONMECANIM
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if (currentHash == null || lastHash != currentHash)
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SkeletonBaker.UpdateMecanimClips(skeletonDataAsset);
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#endif
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#endif
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// if (currentHash == null || lastHash != currentHash)
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// Do any upkeep on synchronized assets
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@ -737,7 +737,7 @@ namespace Spine.Unity.Editor {
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}
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}
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#region Import Atlases
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#region Import Atlases
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static List<AtlasAssetBase> FindAtlasesAtPath (string path) {
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List<AtlasAssetBase> arr = new List<AtlasAssetBase>();
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DirectoryInfo dir = new DirectoryInfo(path);
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@ -883,15 +883,15 @@ namespace Spine.Unity.Editor {
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protectFromStackGarbageCollection.Remove(atlasAsset);
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return (AtlasAssetBase)AssetDatabase.LoadAssetAtPath(atlasPath, typeof(AtlasAssetBase));
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}
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#endregion
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#endregion
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#region Import SkeletonData (json or binary)
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#region Import SkeletonData (json or binary)
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internal static SkeletonDataAsset IngestSpineProject (TextAsset spineJson, params AtlasAssetBase[] atlasAssets) {
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string primaryName = Path.GetFileNameWithoutExtension(spineJson.name);
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string assetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(spineJson));
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string filePath = assetPath + "/" + primaryName + SkeletonDataSuffix + ".asset";
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#if SPINE_TK2D
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#if SPINE_TK2D
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if (spineJson != null) {
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SkeletonDataAsset skeletonDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(SkeletonDataAsset));
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if (skeletonDataAsset == null) {
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@ -916,7 +916,7 @@ namespace Spine.Unity.Editor {
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return null;
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}
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#else
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#else
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if (spineJson != null && atlasAssets != null) {
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SkeletonDataAsset skeletonDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(SkeletonDataAsset));
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if (skeletonDataAsset == null) {
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@ -941,11 +941,11 @@ namespace Spine.Unity.Editor {
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EditorUtility.DisplayDialog("Error!", "Must specify both Spine JSON and AtlasAsset array", "OK");
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return null;
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}
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#endif
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#endif
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}
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#endregion
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#endregion
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#region Spine Skeleton Data File Validation
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#region Spine Skeleton Data File Validation
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public static bool CheckForValidSkeletonData (string skeletonJSONPath) {
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string dir = Path.GetDirectoryName(skeletonJSONPath);
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TextAsset textAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(skeletonJSONPath, typeof(TextAsset));
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@ -1032,9 +1032,9 @@ namespace Spine.Unity.Editor {
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return isSpineData;
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}
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#endregion
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#endregion
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#region Dialogs
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#region Dialogs
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public static void SkeletonImportDialog (string skeletonPath, List<AtlasAssetBase> localAtlases, List<string> requiredPaths, ref bool abortSkeletonImport) {
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bool resolved = false;
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while (!resolved) {
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@ -1179,7 +1179,7 @@ namespace Spine.Unity.Editor {
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return (AtlasAssetBase)obj;
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}
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#endregion
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#endregion
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public static string GetPathSafeName (string name) {
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foreach (char c in System.IO.Path.GetInvalidFileNameChars()) { // Doesn't handle more obscure file name limitations.
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@ -1301,8 +1301,8 @@ namespace Spine.Unity.Editor {
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EditorGUIUtility.PingObject(Selection.activeObject);
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}
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#region SkeletonMecanim
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#if SPINE_SKELETONMECANIM
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#region SkeletonMecanim
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#if SPINE_SKELETONMECANIM
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public static SkeletonMecanim InstantiateSkeletonMecanim (SkeletonDataAsset skeletonDataAsset, string skinName) {
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return InstantiateSkeletonMecanim(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
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}
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@ -1354,8 +1354,8 @@ namespace Spine.Unity.Editor {
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return newSkeletonMecanim;
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}
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#endif
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#endregion
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#endif
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#endregion
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}
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public static class DragAndDropInstantiation {
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@ -1428,7 +1428,7 @@ namespace Spine.Unity.Editor {
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});
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}
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#if SPINE_SKELETONMECANIM
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#if SPINE_SKELETONMECANIM
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menu.AddSeparator("");
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// SkeletonMecanim
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menu.AddItem(new GUIContent("SkeletonMecanim"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
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@ -1436,7 +1436,7 @@ namespace Spine.Unity.Editor {
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spawnPoint = spawnPoint,
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instantiateDelegate = (data) => EditorInstantiation.InstantiateSkeletonMecanim(data)
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});
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#endif
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#endif
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menu.ShowAsContext();
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}
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