mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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118 lines
4.6 KiB
C#
118 lines
4.6 KiB
C#
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF 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, animationName, loop, useAnimationName, initialSkinName, timeScale;
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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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useAnimationName = serializedObject.FindProperty("useAnimationName");
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initialSkinName = serializedObject.FindProperty("initialSkinName");
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timeScale = serializedObject.FindProperty("timeScale");
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}
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override public void OnInspectorGUI () {
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serializedObject.Update();
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SkeletonComponent component = (SkeletonComponent)target;
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EditorGUIUtility.LookLikeInspector();
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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 + 1];
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int skinIndex = 0;
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for (int i = 0; i < skins.Length - 1; 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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EditorGUIUtility.LookLikeInspector();
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EditorGUILayout.EndHorizontal();
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initialSkinName.stringValue = skinIndex == 0 ? null : skins[skinIndex];
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// Animation name.
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String[] animations = new String[component.skeleton.Data.Animations.Count + 2];
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animations[0] = "<No Change>";
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animations[1] = "<None>";
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int animationIndex = useAnimationName.boolValue ? 1 : 0;
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for (int i = 0; i < animations.Length - 2; i++) {
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String name = component.skeleton.Data.Animations[i].Name;
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animations[i + 2] = name;
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if (name == animationName.stringValue)
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animationIndex = i + 2;
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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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EditorGUIUtility.LookLikeInspector();
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EditorGUILayout.EndHorizontal();
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if (animationIndex == 0) {
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animationName.stringValue = null;
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useAnimationName.boolValue = false;
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} else if (animationIndex == 1) {
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animationName.stringValue = null;
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useAnimationName.boolValue = true;
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} else {
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animationName.stringValue = animations[animationIndex];
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useAnimationName.boolValue = true;
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}
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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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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.Clear();
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component.Update();
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}
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}
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}
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}
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