spine-runtimes/spine-unity/Assets/Spine/Editor/SkeletonAnimationInspector.cs
2014-04-25 18:21:00 +02:00

115 lines
4.6 KiB
C#

/******************************************************************************
* 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 : 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] = "<None>";
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();
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.Reset();
}
}
}
}