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