/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using UnityEditor; using UnityEngine; namespace Spine.Unity.Editor { [CustomEditor(typeof(SkeletonMecanimRootMotion))] [CanEditMultipleObjects] public class SkeletonMecanimRootMotionInspector : SkeletonRootMotionBaseInspector { protected SerializedProperty mecanimLayerFlags; protected GUIContent mecanimLayersLabel; protected override void OnEnable () { base.OnEnable(); mecanimLayerFlags = serializedObject.FindProperty("mecanimLayerFlags"); mecanimLayersLabel = new UnityEngine.GUIContent("Mecanim Layers", "Mecanim layers to apply root motion at. Defaults to the first Mecanim layer."); } override public void OnInspectorGUI () { base.MainPropertyFields(); MecanimLayerMaskPropertyField(); base.OptionalPropertyFields(); serializedObject.ApplyModifiedProperties(); } protected string[] GetLayerNames () { int maxLayerCount = 0; int maxIndex = 0; for (int i = 0; i < targets.Length; ++i) { var skeletonMecanim = ((SkeletonMecanimRootMotion)targets[i]).SkeletonMecanim; int count = skeletonMecanim.Translator.MecanimLayerCount; if (count > maxLayerCount) { maxLayerCount = count; maxIndex = i; } } if (maxLayerCount == 0) return new string[0]; var skeletonMecanimMaxLayers = ((SkeletonMecanimRootMotion)targets[maxIndex]).SkeletonMecanim; return skeletonMecanimMaxLayers.Translator.MecanimLayerNames; } protected void MecanimLayerMaskPropertyField () { string[] layerNames = GetLayerNames(); if (layerNames.Length > 0) mecanimLayerFlags.intValue = EditorGUILayout.MaskField( mecanimLayersLabel, mecanimLayerFlags.intValue, layerNames); } } }