/****************************************************************************** * 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(SkeletonRenderer))] public class SkeletonRendererInspector : Editor { protected SerializedProperty skeletonDataAsset, initialSkinName, normals, tangents, meshes, immutableTriangles; protected virtual void OnEnable () { skeletonDataAsset = serializedObject.FindProperty("skeletonDataAsset"); initialSkinName = serializedObject.FindProperty("initialSkinName"); normals = serializedObject.FindProperty("calculateNormals"); tangents = serializedObject.FindProperty("calculateTangents"); meshes = serializedObject.FindProperty("renderMeshes"); immutableTriangles = serializedObject.FindProperty("immutableTriangles"); } protected virtual void gui () { EditorGUILayout.PropertyField(skeletonDataAsset); SkeletonRenderer component = (SkeletonRenderer)target; if (!component.valid) { component.Reset(); component.LateUpdate(); if (!component.valid) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.Space(); if (GUILayout.Button("Refresh")) component.Reset(); EditorGUILayout.Space(); EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); return; } } // 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", GUILayout.Width(EditorGUIUtility.labelWidth)); skinIndex = EditorGUILayout.Popup(skinIndex, skins); EditorGUILayout.EndHorizontal(); initialSkinName.stringValue = skins[skinIndex]; } EditorGUILayout.PropertyField(meshes, new GUIContent("Render Meshes", "Disable to optimize rendering for skeletons that don't use meshes")); EditorGUILayout.PropertyField(immutableTriangles, new GUIContent("Immutable Triangles", "Enable to optimize rendering for skeletons that never change attachment visbility")); EditorGUILayout.PropertyField(normals); EditorGUILayout.PropertyField(tangents); } override public void OnInspectorGUI () { serializedObject.Update(); gui(); if (serializedObject.ApplyModifiedProperties() || (Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed") ) { if (!Application.isPlaying) ((SkeletonRenderer)target).Reset(); } } }