79 lines
3.6 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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;
using Spine.Unity;
using Spine.Unity.Playables;
//[CustomPropertyDrawer(typeof(SpineAnimationStateBehaviour))]
public class SpineAnimationStateDrawer : PropertyDrawer {
/*
public override float GetPropertyHeight (SerializedProperty property, GUIContent label) {
const int fieldCount = 8;
return fieldCount * EditorGUIUtility.singleLineHeight;
}
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
SerializedProperty skeletonDataAssetProp = property.FindPropertyRelative("skeletonDataAsset");
SerializedProperty animationNameProp = property.FindPropertyRelative("animationName");
SerializedProperty loopProp = property.FindPropertyRelative("loop");
SerializedProperty eventProp = property.FindPropertyRelative("eventThreshold");
SerializedProperty attachmentProp = property.FindPropertyRelative("attachmentThreshold");
SerializedProperty drawOrderProp = property.FindPropertyRelative("drawOrderThreshold");
Rect singleFieldRect = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight);
EditorGUI.PropertyField(singleFieldRect, skeletonDataAssetProp);
float lineHeightWithSpacing = EditorGUIUtility.singleLineHeight + 2f;
singleFieldRect.y += lineHeightWithSpacing;
EditorGUI.PropertyField(singleFieldRect, animationNameProp);
singleFieldRect.y += lineHeightWithSpacing;
EditorGUI.PropertyField(singleFieldRect, loopProp);
singleFieldRect.y += lineHeightWithSpacing * 0.5f;
singleFieldRect.y += lineHeightWithSpacing;
EditorGUI.LabelField(singleFieldRect, "Mixing Settings", EditorStyles.boldLabel);
singleFieldRect.y += lineHeightWithSpacing;
EditorGUI.PropertyField(singleFieldRect, eventProp);
singleFieldRect.y += lineHeightWithSpacing;
EditorGUI.PropertyField(singleFieldRect, attachmentProp);
singleFieldRect.y += lineHeightWithSpacing;
EditorGUI.PropertyField(singleFieldRect, drawOrderProp);
}
*/
}