/****************************************************************************** * Spine Runtimes Software License * Version 2 * * 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, 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 : Editor { private SerializedProperty skeletonDataAsset, initialSkinName, timeScale, normals, tangents; private SerializedProperty animationName, loop; void OnEnable () { skeletonDataAsset = serializedObject.FindProperty("skeletonDataAsset"); animationName = serializedObject.FindProperty("_animationName"); loop = serializedObject.FindProperty("loop"); 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; 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); 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(); if (animationIndex == 0) component.animationName = null; else component.animationName = animations[animationIndex]; } // 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(); } } } }