spine-runtimes/spine-unity/Assets/spine-unity/Editor/BoundingBoxFollowerInspector.cs
NathanSweet 27270a5781 Spine Runtimes license update.
Minor update to fix "SOFTARE" typo and clairfy how to get permission.
2015-04-24 21:33:24 +02:00

85 lines
3.5 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 UnityEngine;
using UnityEditor;
using System.Collections;
[CustomEditor(typeof(BoundingBoxFollower))]
public class BoundingBoxFollowerInspector : Editor {
SerializedProperty skeletonRenderer, slotName;
BoundingBoxFollower follower;
bool needToReset = false;
void OnEnable () {
skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
slotName = serializedObject.FindProperty("slotName");
follower = (BoundingBoxFollower)target;
}
public override void OnInspectorGUI () {
if (needToReset) {
follower.HandleReset(null);
needToReset = false;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(skeletonRenderer);
EditorGUILayout.PropertyField(slotName, new GUIContent("Slot"));
if (EditorGUI.EndChangeCheck()){
serializedObject.ApplyModifiedProperties();
needToReset = true;
}
bool hasBone = follower.GetComponent<BoneFollower>() != null;
EditorGUI.BeginDisabledGroup(hasBone || follower.Slot == null);
{
if (GUILayout.Button(new GUIContent("Add Bone Follower", SpineEditorUtilities.Icons.bone))) {
var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
boneFollower.boneName = follower.Slot.Data.BoneData.Name;
}
}
EditorGUI.EndDisabledGroup();
//GUILayout.Space(20);
GUILayout.Label("Attachment Names", EditorStyles.boldLabel);
foreach (var kp in follower.attachmentNameTable) {
string name = kp.Value;
var collider = follower.colliderTable[kp.Key];
bool isPlaceholder = name != kp.Key.Name;
collider.enabled = EditorGUILayout.ToggleLeft(new GUIContent(!isPlaceholder ? name : name + " [" + kp.Key.Name + "]", isPlaceholder ? SpineEditorUtilities.Icons.skinPlaceholder : SpineEditorUtilities.Icons.boundingBox), collider.enabled);
}
}
}