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

111 lines
4.2 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, 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 (the "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 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 SOFTWARE 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(SkeletonAnimation))]
public class SkeletonAnimationInspector : SkeletonRendererInspector {
protected SerializedProperty animationName, loop, timeScale, autoReset;
protected bool m_isPrefab;
protected GUIContent autoResetLabel;
protected override void OnEnable () {
base.OnEnable();
animationName = serializedObject.FindProperty("_animationName");
loop = serializedObject.FindProperty("loop");
timeScale = serializedObject.FindProperty("timeScale");
if (PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab)
m_isPrefab = true;
}
protected override void gui () {
base.gui();
SkeletonAnimation component = (SkeletonAnimation)target;
if (!component.valid)
return;
//catch case where SetAnimation was used to set track 0 without using AnimationName
if (Application.isPlaying) {
TrackEntry currentState = component.state.GetCurrent(0);
if (currentState != null) {
if (component.AnimationName != animationName.stringValue) {
animationName.stringValue = currentState.Animation.Name;
}
}
}
EditorGUILayout.Space();
//TODO: Refactor this to use GenericMenu and callbacks to avoid interfering with control by other behaviours.
// 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.Items[i].Name;
animations[i + 1] = name;
if (name == animationName.stringValue)
animationIndex = i + 1;
}
animationIndex = EditorGUILayout.Popup("Animation", animationIndex, animations);
String selectedAnimationName = animationIndex == 0 ? null : animations[animationIndex];
if (component.AnimationName != selectedAnimationName) {
component.AnimationName = selectedAnimationName;
animationName.stringValue = selectedAnimationName;
}
}
EditorGUILayout.PropertyField(loop);
EditorGUILayout.PropertyField(timeScale);
component.timeScale = Math.Max(component.timeScale, 0);
EditorGUILayout.Space();
if (!m_isPrefab) {
if (component.GetComponent<SkeletonUtility>() == null) {
if (GUILayout.Button(new GUIContent("Add Skeleton Utility", SpineEditorUtilities.Icons.skeletonUtility), GUILayout.Height(30))) {
component.gameObject.AddComponent<SkeletonUtility>();
}
}
}
}
}