spine-runtimes/spine-unity/Assets/Spine/Editor/SkeletonAnimationInspector.cs
2014-05-08 12:13:51 +02:00

79 lines
3.3 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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 : SkeletonRendererInspector {
protected SerializedProperty animationName, loop, timeScale;
protected override void OnEnable () {
base.OnEnable();
animationName = serializedObject.FindProperty("_animationName");
loop = serializedObject.FindProperty("loop");
timeScale = serializedObject.FindProperty("timeScale");
}
protected override void gui () {
base.gui();
SkeletonAnimation component = (SkeletonAnimation)target;
if (!component.valid) return;
// 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", GUILayout.Width(EditorGUIUtility.labelWidth));
animationIndex = EditorGUILayout.Popup(animationIndex, animations);
EditorGUILayout.EndHorizontal();
String selectedAnimationName = animationIndex == 0 ? null : animations[animationIndex];
component.AnimationName = selectedAnimationName;
animationName.stringValue = selectedAnimationName;
}
EditorGUILayout.PropertyField(loop);
EditorGUILayout.PropertyField(timeScale);
component.timeScale = Math.Max(component.timeScale, 0);
}
}