spine-runtimes/spine-unity/Assets/Spine/Editor/SkeletonDataAssetInspector.cs
NathanSweet 26e4fb0d74 License header update.
2 -> 2.1 (clearer how permission is granted, formatting).
2014-04-23 12:04:43 +02:00

103 lines
4.5 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;
using Spine;
[CustomEditor(typeof(SkeletonDataAsset))]
public class SkeletonDataAssetInspector : Editor {
private SerializedProperty atlasAsset, skeletonJSON, scale, fromAnimation, toAnimation, duration;
private bool showAnimationStateData = true;
void OnEnable () {
atlasAsset = serializedObject.FindProperty("atlasAsset");
skeletonJSON = serializedObject.FindProperty("skeletonJSON");
scale = serializedObject.FindProperty("scale");
fromAnimation = serializedObject.FindProperty("fromAnimation");
toAnimation = serializedObject.FindProperty("toAnimation");
duration = serializedObject.FindProperty("duration");
}
override public void OnInspectorGUI () {
serializedObject.Update();
SkeletonDataAsset asset = (SkeletonDataAsset)target;
EditorGUILayout.PropertyField(atlasAsset);
EditorGUILayout.PropertyField(skeletonJSON);
EditorGUILayout.PropertyField(scale);
SkeletonData skeletonData = asset.GetSkeletonData(asset.atlasAsset == null || asset.skeletonJSON == null);
if (skeletonData != null) {
showAnimationStateData = EditorGUILayout.Foldout(showAnimationStateData, "Animation State Data");
if (showAnimationStateData) {
// Animation names.
String[] animations = new String[skeletonData.Animations.Count];
for (int i = 0; i < animations.Length; i++)
animations[i] = skeletonData.Animations[i].Name;
for (int i = 0; i < fromAnimation.arraySize; i++) {
SerializedProperty from = fromAnimation.GetArrayElementAtIndex(i);
SerializedProperty to = toAnimation.GetArrayElementAtIndex(i);
SerializedProperty durationProp = duration.GetArrayElementAtIndex(i);
EditorGUILayout.BeginHorizontal();
from.stringValue = animations[EditorGUILayout.Popup(Math.Max(Array.IndexOf(animations, from.stringValue), 0), animations)];
to.stringValue = animations[EditorGUILayout.Popup(Math.Max(Array.IndexOf(animations, to.stringValue), 0), animations)];
durationProp.floatValue = EditorGUILayout.FloatField(durationProp.floatValue);
if (GUILayout.Button("Delete")) {
duration.DeleteArrayElementAtIndex(i);
toAnimation.DeleteArrayElementAtIndex(i);
fromAnimation.DeleteArrayElementAtIndex(i);
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.Space();
if (GUILayout.Button("Add Mix")) {
duration.arraySize++;
toAnimation.arraySize++;
fromAnimation.arraySize++;
}
EditorGUILayout.Space();
EditorGUILayout.EndHorizontal();
}
}
if (!Application.isPlaying) {
if (serializedObject.ApplyModifiedProperties() ||
(UnityEngine.Event.current.type == EventType.ValidateCommand && UnityEngine.Event.current.commandName == "UndoRedoPerformed")
) {
asset.Clear();
}
}
}
}