spine-runtimes/spine-unity/Assets/Spine/Editor/SkeletonAnimationInspector.cs
NathanSweet 9ab690005a Deleted useAnimationName. Cleaned up examples.
useAnimationName isn't needed now that animationName is just a property that sets the animation for track zero.
2013-10-03 21:47:55 +02:00

124 lines
4.8 KiB
C#

/******************************************************************************
* Spine Runtime Software License - Version 1.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
*
* 1. A Spine Single User License, Professional License, or Education License must
* be purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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;
[CustomEditor(typeof(SkeletonAnimation))]
public class SkeletonAnimationInspector : Editor {
private SerializedProperty skeletonDataAsset, initialSkinName, timeScale, normals, tangents;
private SerializedProperty animationName, loop;
void OnEnable () {
skeletonDataAsset = serializedObject.FindProperty("skeletonDataAsset");
animationName = serializedObject.FindProperty("_animationName");
loop = serializedObject.FindProperty("loop");
initialSkinName = serializedObject.FindProperty("initialSkinName");
timeScale = serializedObject.FindProperty("timeScale");
normals = serializedObject.FindProperty("calculateNormals");
tangents = serializedObject.FindProperty("calculateTangents");
}
override public void OnInspectorGUI () {
serializedObject.Update();
SkeletonAnimation component = (SkeletonAnimation)target;
EditorGUIUtility.LookLikeInspector();
EditorGUILayout.PropertyField(skeletonDataAsset);
if (component.skeleton != null) {
// Initial skin name.
String[] skins = new String[component.skeleton.Data.Skins.Count];
int skinIndex = 0;
for (int i = 0; i < skins.Length; i++) {
String name = component.skeleton.Data.Skins[i].Name;
skins[i] = name;
if (name == initialSkinName.stringValue)
skinIndex = i;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Initial Skin");
EditorGUIUtility.LookLikeControls();
skinIndex = EditorGUILayout.Popup(skinIndex, skins);
EditorGUIUtility.LookLikeInspector();
EditorGUILayout.EndHorizontal();
initialSkinName.stringValue = skins[skinIndex];
// 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[i].Name;
animations[i + 1] = name;
if (name == animationName.stringValue)
animationIndex = i + 1;
}
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Animation");
EditorGUIUtility.LookLikeControls();
animationIndex = EditorGUILayout.Popup(animationIndex, animations);
EditorGUIUtility.LookLikeInspector();
EditorGUILayout.EndHorizontal();
if (animationIndex == 0)
component.animationName = null;
else
component.animationName = animations[animationIndex];
}
// Animation loop.
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Loop");
loop.boolValue = EditorGUILayout.Toggle(loop.boolValue);
EditorGUILayout.EndHorizontal();
EditorGUILayout.PropertyField(timeScale);
EditorGUILayout.PropertyField(normals);
EditorGUILayout.PropertyField(tangents);
if (serializedObject.ApplyModifiedProperties() ||
(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
) {
if (!Application.isPlaying) {
component.Clear();
component.Update();
}
}
}
}