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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] SpineAttributes formatting.
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@ -28,8 +28,6 @@
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* POSSIBILITY OF SUCH DAMAGE.
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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*****************************************************************************/
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using UnityEngine;
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using System;
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using System;
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using System.Collections;
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using System.Collections;
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@ -44,6 +42,34 @@ namespace Spine.Unity {
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public bool fallbackToTextField = false;
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public bool fallbackToTextField = false;
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}
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}
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public class SpineBone : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Bones
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineBone (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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public static Spine.Bone GetBone (string boneName, SkeletonRenderer renderer) {
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return renderer.skeleton == null ? null : renderer.skeleton.FindBone(boneName);
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}
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public static Spine.BoneData GetBoneData (string boneName, SkeletonDataAsset skeletonDataAsset) {
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var data = skeletonDataAsset.GetSkeletonData(true);
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return data.FindBone(boneName);
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}
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}
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public class SpineSlot : SpineAttributeBase {
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public class SpineSlot : SpineAttributeBase {
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public bool containsBoundingBoxes = false;
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public bool containsBoundingBoxes = false;
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@ -67,6 +93,25 @@ namespace Spine.Unity {
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}
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}
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}
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}
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public class SpineAnimation : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Animations
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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/// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineAnimation (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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}
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public class SpineEvent : SpineAttributeBase {
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public class SpineEvent : SpineAttributeBase {
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/// <summary>
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/// <summary>
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/// Smart popup menu for Spine Events (Spine.EventData)
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/// Smart popup menu for Spine Events (Spine.EventData)
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@ -105,24 +150,6 @@ namespace Spine.Unity {
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}
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}
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}
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}
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public class SpinePathConstraint : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Events (Spine.PathConstraint)
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
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/// </param>
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public SpinePathConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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}
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public class SpineTransformConstraint : SpineAttributeBase {
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public class SpineTransformConstraint : SpineAttributeBase {
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/// <summary>
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/// <summary>
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/// Smart popup menu for Spine Transform Constraints (Spine.TransformConstraint)
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/// Smart popup menu for Spine Transform Constraints (Spine.TransformConstraint)
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@ -142,6 +169,24 @@ namespace Spine.Unity {
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}
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}
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}
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}
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public class SpinePathConstraint : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Events (Spine.PathConstraint)
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name = "includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent(SkeletonRenderer)() will be called as a fallback.
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/// </param>
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public SpinePathConstraint (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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}
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public class SpineSkin : SpineAttributeBase {
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public class SpineSkin : SpineAttributeBase {
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/// <summary>
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/// <summary>
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/// Smart popup menu for Spine Skins
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/// Smart popup menu for Spine Skins
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@ -166,25 +211,6 @@ namespace Spine.Unity {
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}
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}
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}
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}
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public class SpineAnimation : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Animations
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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/// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineAnimation (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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}
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public class SpineAttachment : SpineAttributeBase {
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public class SpineAttachment : SpineAttributeBase {
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public bool returnAttachmentPath = false;
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public bool returnAttachmentPath = false;
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public bool currentSkinOnly = false;
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public bool currentSkinOnly = false;
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@ -258,34 +284,6 @@ namespace Spine.Unity {
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}
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}
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}
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}
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public class SpineBone : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Bones
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="includeNone">If true, the dropdown list will include a "none" option which stored as an empty string.</param>
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/// <param name = "fallbackToTextField">If true, and an animation list source can't be found, the field will fall back to a normal text field. If false, it will show an error.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineBone (string startsWith = "", string dataField = "", bool includeNone = true, bool fallbackToTextField = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.includeNone = includeNone;
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this.fallbackToTextField = fallbackToTextField;
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}
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public static Spine.Bone GetBone(string boneName, SkeletonRenderer renderer) {
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return renderer.skeleton == null ? null : renderer.skeleton.FindBone(boneName);
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}
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public static Spine.BoneData GetBoneData(string boneName, SkeletonDataAsset skeletonDataAsset) {
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var data = skeletonDataAsset.GetSkeletonData(true);
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return data.FindBone(boneName);
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}
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}
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public class SpineAtlasRegion : PropertyAttribute {
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public class SpineAtlasRegion : PropertyAttribute {
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public string atlasAssetField;
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public string atlasAssetField;
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