spine-runtimes/spine-unity/Assets/spine-unity/Editor/SkeletonAnimationInspector.cs

141 lines
5.2 KiB
C#

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) 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 UnityEditor;
using UnityEngine;
using Spine;
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonAnimation))]
[CanEditMultipleObjects]
public class SkeletonAnimationInspector : SkeletonRendererInspector {
protected SerializedProperty animationName, loop, timeScale, autoReset;
protected bool wasAnimationNameChanged;
protected bool requireRepaint;
protected override void OnEnable () {
base.OnEnable();
animationName = serializedObject.FindProperty("_animationName");
loop = serializedObject.FindProperty("loop");
timeScale = serializedObject.FindProperty("timeScale");
}
protected override void DrawInspectorGUI (bool multi) {
base.DrawInspectorGUI(multi);
if (!TargetIsValid) return;
bool sameData = SpineInspectorUtility.TargetsUseSameData(serializedObject);
// Try to reflect the animation name on the scene object.
{
if (multi)
foreach (var o in targets)
TrySetAnimation(o);
else
TrySetAnimation(target);
}
EditorGUILayout.Space();
if (multi && !sameData)
EditorGUILayout.DelayedTextField(animationName);
else {
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(animationName);
wasAnimationNameChanged |= EditorGUI.EndChangeCheck(); // Value used in the next update.
}
EditorGUILayout.PropertyField(loop);
EditorGUILayout.PropertyField(timeScale);
if (multi) {
foreach (var o in targets) {
var component = o as SkeletonAnimation;
component.timeScale = Mathf.Max(component.timeScale, 0);
}
} else {
var component = (SkeletonAnimation)target;
component.timeScale = Mathf.Max(component.timeScale, 0);
}
if (!isInspectingPrefab) {
if (requireRepaint) {
SceneView.RepaintAll();
requireRepaint = false;
}
DrawSkeletonUtilityButton(multi);
}
}
protected void TrySetAnimation (Object o) {
var skeletonAnimation = o as SkeletonAnimation;
if (skeletonAnimation == null) return;
if (!skeletonAnimation.valid)
return;
if (!isInspectingPrefab) {
if (wasAnimationNameChanged) {
if (!Application.isPlaying) {
if (skeletonAnimation.state != null) skeletonAnimation.state.ClearTrack(0);
skeletonAnimation.skeleton.SetToSetupPose();
}
Spine.Animation animationToUse = skeletonAnimation.skeleton.Data.FindAnimation(animationName.stringValue);
if (!Application.isPlaying) {
if (animationToUse != null) animationToUse.Apply(skeletonAnimation.skeleton, 0f, 0f, false, null);
skeletonAnimation.Update();
skeletonAnimation.LateUpdate();
requireRepaint = true;
} else {
if (animationToUse != null)
skeletonAnimation.state.SetAnimation(0, animationToUse, loop.boolValue);
else
skeletonAnimation.state.ClearTrack(0);
}
wasAnimationNameChanged = false;
}
// Reflect animationName serialized property in the inspector even if SetAnimation API was used.
bool multi = animationName.serializedObject.isEditingMultipleObjects;
if (!multi && Application.isPlaying) {
TrackEntry current = skeletonAnimation.state.GetCurrent(0);
if (current != null) {
if (skeletonAnimation.AnimationName != animationName.stringValue)
animationName.stringValue = current.Animation.Name;
}
}
}
}
}
}