194 lines
5.8 KiB
C#
194 lines
5.8 KiB
C#
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using System;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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internal class BoneVisibilityToolData : CacheObject
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{
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[SerializeField]
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bool m_AllVisibility = true;
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bool m_PreviousVisibility = true;
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public bool allVisibility
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{
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get { return m_AllVisibility; }
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set { m_AllVisibility = value; }
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}
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public bool previousVisiblity
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{
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get { return m_PreviousVisibility; }
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set { m_PreviousVisibility = value; }
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}
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}
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internal class BoneTreeWidgetModel : IBoneTreeViewModel
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{
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protected SkinningCache m_SkinningCache;
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protected IBoneVisibilityToolView m_View;
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protected BoneVisibilityToolData m_Data;
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public SkinningCache skinningCache
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{
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get { return m_SkinningCache; }
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}
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public IBoneVisibilityToolView view
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{
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get { return m_View; }
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}
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public virtual bool GetAllVisibility()
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{
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return m_Data.allVisibility;
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}
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public SkeletonSelection GetBoneSelection()
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{
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return skinningCache.skeletonSelection;
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}
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public BoneCache[] GetExpandedBones()
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{
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return skinningCache.GetExpandedBones();
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}
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public int GetDepth(BoneCache bone)
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{
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return (int)bone.depth;
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}
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public Color GetBoneColor(BoneCache bone)
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{
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return bone.bindPoseColor;
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}
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public SkeletonCache GetSelectedSkeleton()
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{
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return skinningCache.GetEffectiveSkeleton(skinningCache.selectedSprite);
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}
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public bool GetVisibility(BoneCache bone)
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{
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return bone.isVisible;
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}
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public void SelectBones(BoneCache[] bones)
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{
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skinningCache.skeletonSelection.elements = bones.ToCharacterIfNeeded();
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}
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public void SetExpandedBones(BoneCache[] bones)
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{
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skinningCache.BoneExpansionChanged(bones);
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}
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public virtual void SetAllVisibility(SkeletonCache skeleton, bool visibility)
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{
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m_Data.allVisibility = visibility;
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SetAllBoneVisibility(skeleton, visibility);
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UpdateVisibilityFromPersistentState();
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}
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public static void SetAllBoneVisibility(SkeletonCache skeleton, bool visibility)
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{
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if (skeleton != null)
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{
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foreach (var bone in skeleton.bones)
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bone.isVisible = visibility;
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}
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}
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public void SetBoneParent(BoneCache newParent, BoneCache bone, int insertAtIndex)
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{
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TransformCache parent = newParent;
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if (newParent == null)
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parent = bone.skeleton;
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skinningCache.RestoreBindPose();
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bone.SetParent(parent, true);
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if (insertAtIndex == -1)
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insertAtIndex = parent.childCount;
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bone.siblingIndex = insertAtIndex;
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bone.SetDefaultPose();
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}
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public void SetDepth(BoneCache bone, int depth)
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{
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var characterBone = bone.ToCharacterIfNeeded();
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characterBone.depth = depth;
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if (characterBone != bone || skinningCache.mode == SkinningMode.Character)
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skinningCache.SyncSpriteSheetSkeletons();
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skinningCache.events.boneDepthChanged.Invoke(bone);
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}
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public void SetBoneColor(BoneCache bone, Color color)
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{
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var characterBone = bone.ToCharacterIfNeeded();
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characterBone.bindPoseColor = color;
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if (characterBone != bone || skinningCache.mode == SkinningMode.Character)
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skinningCache.SyncSpriteSheetSkeletons();
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skinningCache.events.boneColorChanged.Invoke(bone);
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}
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public void SetName(BoneCache bone, string name)
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{
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var characterBone = bone.ToCharacterIfNeeded();
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characterBone.name = name;
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if (characterBone != bone || skinningCache.mode == SkinningMode.Character)
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{
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skinningCache.SyncSpriteSheetSkeletons();
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}
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}
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public void SetVisibility(BoneCache bone, bool visibility)
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{
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bone.isVisible = visibility;
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UpdateVisibilityFromPersistentState();
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}
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public UndoScope UndoScope(string value)
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{
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return skinningCache.UndoScope(value);
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}
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private void UpdateVisibilityFromPersistentState()
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{
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skinningCache.BoneVisibilityChanged();
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}
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public bool hasCharacter {get { return skinningCache.hasCharacter; } }
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public SkinningMode mode {get { return skinningCache.mode; } }
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}
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internal interface IBoneTreeViewModel
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{
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void SetVisibility(BoneCache bone, bool visibility);
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bool GetVisibility(BoneCache bone);
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void SetName(BoneCache bone, string name);
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void SetBoneParent(BoneCache newParent, BoneCache bone, int insertAtIndex);
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int GetDepth(BoneCache bone);
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void SetDepth(BoneCache bone, int depth);
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Color GetBoneColor(BoneCache bone);
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void SetBoneColor(BoneCache bone, Color color);
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void SetAllVisibility(SkeletonCache skeleton, bool visibility);
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bool GetAllVisibility();
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void SelectBones(BoneCache[] bones);
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void SetExpandedBones(BoneCache[] bones);
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IBoneVisibilityToolView view { get; }
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SkeletonSelection GetBoneSelection();
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BoneCache[] GetExpandedBones();
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SkeletonCache GetSelectedSkeleton();
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bool hasCharacter { get; }
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SkinningMode mode { get; }
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UndoScope UndoScope(string value);
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}
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}
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