[unity] SpineEditorUtilities better defines.

This commit is contained in:
pharan 2018-12-05 20:10:52 +08:00
parent 54c6aacaa2
commit ce9492a74c

View File

@ -33,6 +33,15 @@
// Original contribution by: Mitch Thompson
#define SPINE_SKELETONMECANIM
#if UNITY_2017_2_OR_NEWER
#define NEWPLAYMODECALLBACKS
#endif
#if UNITY_2018 || UNITY_2019
#define NEWHIERARCHYWINDOWCALLBACKS
#endif
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
@ -169,7 +178,7 @@ namespace Spine.Unity.Editor {
AssetUtility.HandleOnPostprocessAllAssets(imported);
}
#region Initialization
#region Initialization
static SpineEditorUtilities () {
Initialize();
}
@ -192,7 +201,7 @@ namespace Spine.Unity.Editor {
EditorApplication.hierarchyWindowItemOnGUI += HierarchyHandler.HandleDragAndDrop;
// Hierarchy Icons
#if UNITY_2017_2_OR_NEWER
#if NEWPLAYMODECALLBACKS
EditorApplication.playModeStateChanged -= HierarchyHandler.IconsOnPlaymodeStateChanged;
EditorApplication.playModeStateChanged += HierarchyHandler.IconsOnPlaymodeStateChanged;
HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
@ -204,7 +213,7 @@ namespace Spine.Unity.Editor {
// Data Refresh Edit Mode.
// This prevents deserialized SkeletonData from persisting from play mode to edit mode.
#if UNITY_2017_2_OR_NEWER
#if NEWPLAYMODECALLBACKS
EditorApplication.playModeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
EditorApplication.playModeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
DataReloadHandler.OnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
@ -221,7 +230,7 @@ namespace Spine.Unity.Editor {
if (!initialized || Icons.skeleton == null)
Initialize();
}
#endregion
#endregion
public static class Preferences {
#if SPINE_TK2D
@ -288,7 +297,7 @@ namespace Spine.Unity.Editor {
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);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
#if UNITY_2017_2_OR_NEWER
#if NEWPLAYMODECALLBACKS
HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
#else
HierarchyHandler.IconsOnPlaymodeStateChanged();
@ -360,7 +369,7 @@ namespace Spine.Unity.Editor {
}
public static class DataReloadHandler {
#if UNITY_2017_2_OR_NEWER
#if NEWPLAYMODECALLBACKS
internal static void OnPlaymodeStateChanged (PlayModeStateChange stateChange) {
#else
internal static void OnPlaymodeStateChanged () {