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