mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-07 11:16:53 +08:00
111 lines
4.2 KiB
C#
111 lines
4.2 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, 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 (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* 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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using Spine;
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[CustomEditor(typeof(SkeletonAnimation))]
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public class SkeletonAnimationInspector : SkeletonRendererInspector {
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protected SerializedProperty animationName, loop, timeScale, autoReset;
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protected bool m_isPrefab;
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protected GUIContent autoResetLabel;
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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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if (PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab)
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m_isPrefab = true;
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}
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protected override void gui () {
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base.gui();
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SkeletonAnimation component = (SkeletonAnimation)target;
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if (!component.valid)
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return;
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//catch case where SetAnimation was used to set track 0 without using AnimationName
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if (Application.isPlaying) {
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TrackEntry currentState = component.state.GetCurrent(0);
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if (currentState != null) {
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if (component.AnimationName != animationName.stringValue) {
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animationName.stringValue = currentState.Animation.Name;
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}
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}
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}
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EditorGUILayout.Space();
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//TODO: Refactor this to use GenericMenu and callbacks to avoid interfering with control by other behaviours.
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// Animation name.
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{
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String[] animations = new String[component.skeleton.Data.Animations.Count + 1];
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animations[0] = "<None>";
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int animationIndex = 0;
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for (int i = 0; i < animations.Length - 1; i++) {
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String name = component.skeleton.Data.Animations.Items[i].Name;
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animations[i + 1] = name;
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if (name == animationName.stringValue)
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animationIndex = i + 1;
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}
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animationIndex = EditorGUILayout.Popup("Animation", animationIndex, animations);
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String selectedAnimationName = animationIndex == 0 ? null : animations[animationIndex];
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if (component.AnimationName != selectedAnimationName) {
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component.AnimationName = selectedAnimationName;
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animationName.stringValue = selectedAnimationName;
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}
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}
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EditorGUILayout.PropertyField(loop);
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EditorGUILayout.PropertyField(timeScale);
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component.timeScale = Math.Max(component.timeScale, 0);
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EditorGUILayout.Space();
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if (!m_isPrefab) {
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if (component.GetComponent<SkeletonUtility>() == null) {
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if (GUILayout.Button(new GUIContent("Add Skeleton Utility", SpineEditorUtilities.Icons.skeletonUtility), GUILayout.Height(30))) {
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component.gameObject.AddComponent<SkeletonUtility>();
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}
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}
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}
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}
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}
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