/****************************************************************************** * Spine Runtime Software License - Version 1.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Single User License, Professional License, or Education License must * be purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer, in the documentation and/or other materials provided with the * distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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 : Editor { private SerializedProperty skeletonDataAsset, initialSkinName, timeScale, normals, tangents; private SerializedProperty animationName, loop, useAnimationName; void OnEnable () { skeletonDataAsset = serializedObject.FindProperty("skeletonDataAsset"); animationName = serializedObject.FindProperty("_animationName"); loop = serializedObject.FindProperty("loop"); useAnimationName = serializedObject.FindProperty("useAnimationName"); initialSkinName = serializedObject.FindProperty("initialSkinName"); timeScale = serializedObject.FindProperty("timeScale"); normals = serializedObject.FindProperty("calculateNormals"); tangents = serializedObject.FindProperty("calculateTangents"); } override public void OnInspectorGUI () { serializedObject.Update(); SkeletonAnimation component = (SkeletonAnimation)target; EditorGUIUtility.LookLikeInspector(); EditorGUILayout.PropertyField(skeletonDataAsset); if (component.skeleton != null) { // 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); EditorGUIUtility.LookLikeInspector(); EditorGUILayout.EndHorizontal(); initialSkinName.stringValue = skins[skinIndex]; // Animation name. String[] animations = new String[component.skeleton.Data.Animations.Count + 2]; animations[0] = ""; animations[1] = ""; int animationIndex = useAnimationName.boolValue ? 1 : 0; for (int i = 0; i < animations.Length - 2; i++) { String name = component.skeleton.Data.Animations[i].Name; animations[i + 2] = name; if (name == animationName.stringValue) animationIndex = i + 2; } EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Animation"); EditorGUIUtility.LookLikeControls(); animationIndex = EditorGUILayout.Popup(animationIndex, animations); EditorGUIUtility.LookLikeInspector(); EditorGUILayout.EndHorizontal(); if (animationIndex == 0) { component.animationName = null; useAnimationName.boolValue = false; } else if (animationIndex == 1) { component.animationName = null; useAnimationName.boolValue = true; } else { component.animationName = animations[animationIndex]; useAnimationName.boolValue = true; } } // Animation loop. EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Loop"); loop.boolValue = EditorGUILayout.Toggle(loop.boolValue); EditorGUILayout.EndHorizontal(); EditorGUILayout.PropertyField(timeScale); EditorGUILayout.PropertyField(normals); EditorGUILayout.PropertyField(tangents); if (serializedObject.ApplyModifiedProperties() || (Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed") ) { if (!Application.isPlaying) { component.Clear(); component.Update(); } } } }