PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/SkinningModule/SkinningCache/SkinningEvents.cs

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2022-01-12 10:06:03 +03:00
using System;
using UnityEngine;
using UnityEngine.Events;
namespace UnityEditor.U2D.Animation
{
internal class SkinningEvents
{
public class SpriteEvent : UnityEvent<SpriteCache> {}
public class SkeletonEvent : UnityEvent<SkeletonCache> {}
public class MeshEvent : UnityEvent<MeshCache> {}
public class MeshPreviewEvent : UnityEvent<MeshPreviewCache> {}
public class SkinningModuleModeEvent : UnityEvent<SkinningMode> {}
public class BoneSelectionEvent : UnityEvent {}
public class BoneEvent : UnityEvent<BoneCache> {}
public class CharacterPartEvent : UnityEvent<CharacterPartCache> {}
public class ToolChangeEvent : UnityEvent<ITool> {}
public class RestoreBindPoseEvent : UnityEvent {}
public class CopyEvent : UnityEvent {}
public class PasteEvent : UnityEvent<bool, bool, bool, bool> {}
public class ShortcutEvent : UnityEvent<string> {}
public class BoneVisibilityEvent : UnityEvent<string> {}
public class SpriteLibraryEvent : UnityEvent {}
public class MeshPreviewBehaviourChangeEvent : UnityEvent<IMeshPreviewBehaviour> {}
private SpriteEvent m_SelectedSpriteChanged = new SpriteEvent();
private SkeletonEvent m_SkeletonPreviewPoseChanged = new SkeletonEvent();
private SkeletonEvent m_SkeletonBindPoseChanged = new SkeletonEvent();
private SkeletonEvent m_SkeletonTopologyChanged = new SkeletonEvent();
private MeshEvent m_MeshChanged = new MeshEvent();
private MeshPreviewEvent m_MeshPreviewChanged = new MeshPreviewEvent();
private SkinningModuleModeEvent m_SkinningModuleModeChanged = new SkinningModuleModeEvent();
private BoneSelectionEvent m_BoneSelectionChangedEvent = new BoneSelectionEvent();
private BoneEvent m_BoneNameChangedEvent = new BoneEvent();
private BoneEvent m_BoneDepthChangedEvent = new BoneEvent();
private CharacterPartEvent m_CharacterPartChanged = new CharacterPartEvent();
private ToolChangeEvent m_ToolChanged = new ToolChangeEvent();
private RestoreBindPoseEvent m_RestoreBindPose = new RestoreBindPoseEvent();
private CopyEvent m_CopyEvent = new CopyEvent();
private PasteEvent m_PasteEvent = new PasteEvent();
private ShortcutEvent m_ShortcutEvent = new ShortcutEvent();
private BoneVisibilityEvent m_BoneVisibilityEvent = new BoneVisibilityEvent();
private SpriteLibraryEvent m_SpriteLibraryEvent = new SpriteLibraryEvent();
private MeshPreviewBehaviourChangeEvent m_MeshPreviewBehaviourChange = new MeshPreviewBehaviourChangeEvent();
//Setting them as virtual so that we can create mock them
public virtual SpriteEvent selectedSpriteChanged { get { return m_SelectedSpriteChanged; } }
public virtual SkeletonEvent skeletonPreviewPoseChanged { get { return m_SkeletonPreviewPoseChanged; } }
public virtual SkeletonEvent skeletonBindPoseChanged { get { return m_SkeletonBindPoseChanged; } }
public virtual SkeletonEvent skeletonTopologyChanged { get { return m_SkeletonTopologyChanged; } }
public virtual MeshEvent meshChanged { get { return m_MeshChanged; } }
public virtual MeshPreviewEvent meshPreviewChanged { get { return m_MeshPreviewChanged; } }
public virtual SkinningModuleModeEvent skinningModeChanged { get { return m_SkinningModuleModeChanged; } }
public virtual BoneSelectionEvent boneSelectionChanged { get { return m_BoneSelectionChangedEvent; } }
public virtual BoneEvent boneNameChanged { get { return m_BoneNameChangedEvent; } }
public virtual BoneEvent boneDepthChanged { get { return m_BoneDepthChangedEvent; } }
public virtual CharacterPartEvent characterPartChanged { get { return m_CharacterPartChanged; } }
public virtual ToolChangeEvent toolChanged { get { return m_ToolChanged; } }
public virtual RestoreBindPoseEvent restoreBindPose { get { return m_RestoreBindPose; } }
public virtual CopyEvent copy { get { return m_CopyEvent; } }
public virtual PasteEvent paste { get { return m_PasteEvent; } }
public virtual ShortcutEvent shortcut { get { return m_ShortcutEvent; } }
public virtual BoneVisibilityEvent boneVisibility { get { return m_BoneVisibilityEvent; } }
public virtual SpriteLibraryEvent spriteLibraryChanged { get { return m_SpriteLibraryEvent; } }
public virtual MeshPreviewBehaviourChangeEvent meshPreviewBehaviourChange { get { return m_MeshPreviewBehaviourChange; } }
}
}