mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-20 08:46:43 +08:00
141 lines
5.2 KiB
C#
141 lines
5.2 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, 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 use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* 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 SOFTWARE 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, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEditor;
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using UnityEngine;
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using Spine;
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(SkeletonAnimation))]
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[CanEditMultipleObjects]
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public class SkeletonAnimationInspector : SkeletonRendererInspector {
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protected SerializedProperty animationName, loop, timeScale, autoReset;
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protected bool wasAnimationNameChanged;
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protected bool requireRepaint;
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protected override void OnEnable () {
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base.OnEnable();
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animationName = serializedObject.FindProperty("_animationName");
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loop = serializedObject.FindProperty("loop");
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timeScale = serializedObject.FindProperty("timeScale");
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}
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protected override void DrawInspectorGUI (bool multi) {
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base.DrawInspectorGUI(multi);
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if (!TargetIsValid) return;
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bool sameData = SpineInspectorUtility.TargetsUseSameData(serializedObject);
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// Try to reflect the animation name on the scene object.
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{
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if (multi)
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foreach (var o in targets)
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TrySetAnimation(o);
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else
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TrySetAnimation(target);
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}
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EditorGUILayout.Space();
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if (multi && !sameData)
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EditorGUILayout.DelayedTextField(animationName);
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else {
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(animationName);
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wasAnimationNameChanged |= EditorGUI.EndChangeCheck(); // Value used in the next update.
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}
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EditorGUILayout.PropertyField(loop);
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EditorGUILayout.PropertyField(timeScale);
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if (multi) {
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foreach (var o in targets) {
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var component = o as SkeletonAnimation;
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component.timeScale = Mathf.Max(component.timeScale, 0);
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}
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} else {
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var component = (SkeletonAnimation)target;
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component.timeScale = Mathf.Max(component.timeScale, 0);
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}
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if (!isInspectingPrefab) {
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if (requireRepaint) {
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SceneView.RepaintAll();
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requireRepaint = false;
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}
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DrawSkeletonUtilityButton(multi);
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}
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}
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protected void TrySetAnimation (Object o) {
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var skeletonAnimation = o as SkeletonAnimation;
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if (skeletonAnimation == null) return;
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if (!skeletonAnimation.valid)
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return;
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if (!isInspectingPrefab) {
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if (wasAnimationNameChanged) {
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if (!Application.isPlaying) {
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if (skeletonAnimation.state != null) skeletonAnimation.state.ClearTrack(0);
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skeletonAnimation.skeleton.SetToSetupPose();
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}
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Spine.Animation animationToUse = skeletonAnimation.skeleton.Data.FindAnimation(animationName.stringValue);
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if (!Application.isPlaying) {
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if (animationToUse != null) animationToUse.Apply(skeletonAnimation.skeleton, 0f, 0f, false, null);
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skeletonAnimation.Update();
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skeletonAnimation.LateUpdate();
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requireRepaint = true;
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} else {
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if (animationToUse != null)
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skeletonAnimation.state.SetAnimation(0, animationToUse, loop.boolValue);
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else
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skeletonAnimation.state.ClearTrack(0);
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}
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wasAnimationNameChanged = false;
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}
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// Reflect animationName serialized property in the inspector even if SetAnimation API was used.
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bool multi = animationName.serializedObject.isEditingMultipleObjects;
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if (!multi && Application.isPlaying) {
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TrackEntry current = skeletonAnimation.state.GetCurrent(0);
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if (current != null) {
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if (skeletonAnimation.AnimationName != animationName.stringValue)
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animationName.stringValue = current.Animation.Name;
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}
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}
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}
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}
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}
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}
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