mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
115 lines
4.6 KiB
C#
115 lines
4.6 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(SkeletonAnimation))]
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public class SkeletonAnimationInspector : Editor {
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private SerializedProperty skeletonDataAsset, initialSkinName, timeScale, normals, tangents;
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private SerializedProperty animationName, loop;
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void OnEnable () {
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skeletonDataAsset = serializedObject.FindProperty("skeletonDataAsset");
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animationName = serializedObject.FindProperty("_animationName");
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loop = serializedObject.FindProperty("loop");
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initialSkinName = serializedObject.FindProperty("initialSkinName");
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timeScale = serializedObject.FindProperty("timeScale");
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normals = serializedObject.FindProperty("calculateNormals");
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tangents = serializedObject.FindProperty("calculateTangents");
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}
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override public void OnInspectorGUI () {
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serializedObject.Update();
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SkeletonAnimation component = (SkeletonAnimation)target;
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EditorGUILayout.PropertyField(skeletonDataAsset);
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if (component.skeleton != null) {
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// Initial skin name.
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String[] skins = new String[component.skeleton.Data.Skins.Count];
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int skinIndex = 0;
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for (int i = 0; i < skins.Length; i++) {
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String name = component.skeleton.Data.Skins[i].Name;
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skins[i] = name;
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if (name == initialSkinName.stringValue)
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skinIndex = i;
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}
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Initial Skin");
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EditorGUIUtility.LookLikeControls();
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skinIndex = EditorGUILayout.Popup(skinIndex, skins);
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EditorGUILayout.EndHorizontal();
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initialSkinName.stringValue = skins[skinIndex];
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// Animation name.
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String[] animations = new String[component.skeleton.Data.Animations.Count + 1];
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animations[0] = "<None>";
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int animationIndex = 0;
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for (int i = 0; i < animations.Length - 1; i++) {
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String name = component.skeleton.Data.Animations[i].Name;
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animations[i + 1] = name;
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if (name == animationName.stringValue)
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animationIndex = i + 1;
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}
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Animation");
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EditorGUIUtility.LookLikeControls();
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animationIndex = EditorGUILayout.Popup(animationIndex, animations);
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EditorGUILayout.EndHorizontal();
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component.animationName = animationIndex == 0 ? null : animations[animationIndex];
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animationName.stringValue = component.animationName;
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}
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// Animation loop.
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Loop");
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loop.boolValue = EditorGUILayout.Toggle(loop.boolValue);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.PropertyField(timeScale);
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EditorGUILayout.PropertyField(normals);
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EditorGUILayout.PropertyField(tangents);
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if (serializedObject.ApplyModifiedProperties() ||
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(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
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) {
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if (!Application.isPlaying) {
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component.Reset();
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}
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}
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}
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}
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