69 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using System;
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| using UnityEngine;
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| 
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| namespace UnityEditor.U2D.Animation
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| {
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|     internal class SkeletonToolWrapper : BaseTool
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|     {
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|         private SkeletonTool m_SkeletonTool;
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|         private SkeletonMode m_Mode;
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| 
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|         public SkeletonTool skeletonTool
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|         {
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|             get { return m_SkeletonTool; }
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|             set { m_SkeletonTool = value; }
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|         }
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| 
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|         public SkeletonMode mode
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|         {
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|             get { return m_Mode; }
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|             set { m_Mode = value; }
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|         }
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| 
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|         public bool editBindPose { get; set; }
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| 
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|         public override int defaultControlID
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|         {
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|             get
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|             {
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|                 Debug.Assert(skeletonTool != null);
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| 
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|                 return skeletonTool.defaultControlID;
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|             }
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|         }
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| 
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|         protected override void OnActivate()
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|         {
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|             Debug.Assert(skeletonTool != null);
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|             skeletonTool.enableBoneInspector = true;
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|             skeletonTool.Activate();
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|         }
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| 
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|         protected override void OnDeactivate()
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|         {
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|             skeletonTool.enableBoneInspector = false;
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|             skeletonTool.Deactivate();
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|         }
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| 
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|         private SkeletonMode OverrideMode()
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|         {
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|             SkeletonMode modeOverride = mode;
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| 
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|             //Disable SkeletonManipulation if character exists and we are in SpriteSheet mode
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|             if (skinningCache.mode == SkinningMode.SpriteSheet && skinningCache.hasCharacter && editBindPose)
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|                 modeOverride = SkeletonMode.Selection;
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| 
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|             return modeOverride;
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|         }
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| 
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|         protected override void OnGUI()
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|         {
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|             Debug.Assert(skeletonTool != null);
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| 
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|             skeletonTool.mode = OverrideMode();
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|             skeletonTool.editBindPose = editBindPose;
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|             skeletonTool.DoGUI();
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|         }
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|     }
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| }
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