100 lines
2.2 KiB
C#
100 lines
2.2 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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[Serializable]
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internal class CharacterGroupCache : SkinningObject, ICharacterOrder
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{
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[SerializeField]
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public int parentGroup;
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[SerializeField]
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bool m_IsVisible = true;
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[SerializeField]
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int m_Order = -1;
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public bool isVisible
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{
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get => m_IsVisible;
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set
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{
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m_IsVisible = value;
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skinningCache.GroupVisibilityChanged(this);
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}
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}
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public virtual int order
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{
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get => m_Order;
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set => m_Order = value;
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}
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}
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internal class CharacterPartCache : TransformCache, ICharacterOrder
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{
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[SerializeField]
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SpriteCache m_Sprite;
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[SerializeField]
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List<BoneCache> m_Bones = new List<BoneCache>();
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[SerializeField]
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bool m_IsVisible = true;
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[SerializeField]
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int m_ParentGroup = -1;
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[SerializeField]
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int m_Order = -1;
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public virtual int order
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{
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get => m_Order;
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set => m_Order = value;
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}
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public int parentGroup
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{
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get => m_ParentGroup;
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set => m_ParentGroup = value;
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}
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public virtual bool isVisible
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{
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get => m_IsVisible;
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set
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{
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m_IsVisible = value;
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if (skinningCache != null)
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skinningCache.SpriteVisibilityChanged(this);
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}
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}
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public int boneCount => m_Bones.Count;
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public virtual SpriteCache sprite
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{
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get => m_Sprite;
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set => m_Sprite = value;
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}
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public virtual BoneCache[] bones
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{
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get => m_Bones.ToArray();
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set => m_Bones = new List<BoneCache>(value);
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}
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public BoneCache GetBone(int index)
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{
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return m_Bones[index];
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}
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public int IndexOf(BoneCache bone)
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{
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return m_Bones.IndexOf(bone);
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}
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public bool Contains(BoneCache bone)
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{
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return m_Bones.Contains(bone);
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}
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}
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}
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