/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; using UnityEditor; using UnityEngine; [CustomEditor(typeof(SkeletonAnimation))] public class SkeletonAnimationInspector : SkeletonRendererInspector { protected SerializedProperty animationName, loop, timeScale; protected override void OnEnable () { base.OnEnable(); animationName = serializedObject.FindProperty("_animationName"); loop = serializedObject.FindProperty("loop"); timeScale = serializedObject.FindProperty("timeScale"); } protected override void gui () { base.gui(); SkeletonAnimation component = (SkeletonAnimation)target; EditorGUILayout.PropertyField(skeletonDataAsset); if (component.valid) { // Initial skin name. String[] skins = new String[component.skeleton.Data.Skins.Count]; int skinIndex = 0; for (int i = 0; i < skins.Length; i++) { String name = component.skeleton.Data.Skins[i].Name; skins[i] = name; if (name == initialSkinName.stringValue) skinIndex = i; } EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Initial Skin"); EditorGUIUtility.LookLikeControls(); skinIndex = EditorGUILayout.Popup(skinIndex, skins); EditorGUILayout.EndHorizontal(); initialSkinName.stringValue = skins[skinIndex]; // Animation name. String[] animations = new String[component.skeleton.Data.Animations.Count + 1]; animations[0] = ""; int animationIndex = 0; for (int i = 0; i < animations.Length - 1; i++) { String name = component.skeleton.Data.Animations[i].Name; animations[i + 1] = name; if (name == animationName.stringValue) animationIndex = i + 1; } EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Animation"); EditorGUIUtility.LookLikeControls(); animationIndex = EditorGUILayout.Popup(animationIndex, animations); EditorGUILayout.EndHorizontal(); component.animationName = animationIndex == 0 ? null : animations[animationIndex]; animationName.stringValue = component.animationName; } // Animation loop. EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Loop"); loop.boolValue = EditorGUILayout.Toggle(loop.boolValue); EditorGUILayout.EndHorizontal(); } }