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

110 lines
4.3 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 UnityEditor;
using UnityEngine;
using Spine;
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonAnimation))]
public class SkeletonAnimationInspector : SkeletonRendererInspector {
protected SerializedProperty animationName, loop, timeScale, autoReset;
protected bool wasAnimationNameChanged;
protected override void OnEnable () {
base.OnEnable();
animationName = serializedObject.FindProperty("_animationName");
loop = serializedObject.FindProperty("loop");
timeScale = serializedObject.FindProperty("timeScale");
}
protected override void DrawInspectorGUI () {
base.DrawInspectorGUI();
SkeletonAnimation component = (SkeletonAnimation)target;
if (!component.valid)
return;
if (!isInspectingPrefab) {
if (wasAnimationNameChanged) {
if (!Application.isPlaying) {
if (component.state != null) component.state.ClearTrack(0);
component.skeleton.SetToSetupPose();
}
Spine.Animation animationToUse = component.skeleton.Data.FindAnimation(animationName.stringValue);
if (!Application.isPlaying) {
if (animationToUse != null) animationToUse.Apply(component.skeleton, 0f, 0f, false, null);
component.Update();
component.LateUpdate();
SceneView.RepaintAll();
} else {
if (animationToUse != null)
component.state.SetAnimation(0, animationToUse, loop.boolValue);
else
component.state.ClearTrack(0);
}
wasAnimationNameChanged = false;
}
// Reflect animationName serialized property in the inspector even if SetAnimation API was used.
if (Application.isPlaying) {
TrackEntry current = component.state.GetCurrent(0);
if (current != null) {
if (component.AnimationName != animationName.stringValue)
animationName.stringValue = current.Animation.Name;
}
}
}
EditorGUILayout.Space();
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(animationName);
wasAnimationNameChanged |= EditorGUI.EndChangeCheck(); // Value used in the next update.
EditorGUILayout.PropertyField(loop);
EditorGUILayout.PropertyField(timeScale);
component.timeScale = Mathf.Max(component.timeScale, 0);
EditorGUILayout.Space();
if (!isInspectingPrefab) {
if (component.GetComponent<SkeletonUtility>() == null) {
if (GUILayout.Button(new GUIContent("Add Skeleton Utility", SpineEditorUtilities.Icons.skeletonUtility), GUILayout.Height(30)))
component.gameObject.AddComponent<SkeletonUtility>();
}
}
}
}
}