PO/Library/PackageCache/com.unity.2d.animation@5.0.7/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs

69 lines
1.7 KiB
C#

using System;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
internal class SkeletonToolWrapper : BaseTool
{
private SkeletonTool m_SkeletonTool;
private SkeletonMode m_Mode;
public SkeletonTool skeletonTool
{
get { return m_SkeletonTool; }
set { m_SkeletonTool = value; }
}
public SkeletonMode mode
{
get { return m_Mode; }
set { m_Mode = value; }
}
public bool editBindPose { get; set; }
public override int defaultControlID
{
get
{
Debug.Assert(skeletonTool != null);
return skeletonTool.defaultControlID;
}
}
protected override void OnActivate()
{
Debug.Assert(skeletonTool != null);
skeletonTool.enableBoneInspector = true;
skeletonTool.Activate();
}
protected override void OnDeactivate()
{
skeletonTool.enableBoneInspector = false;
skeletonTool.Deactivate();
}
private SkeletonMode OverrideMode()
{
var modeOverride = mode;
//Disable SkeletonManipulation if character exists and we are in SpriteSheet mode
if (skinningCache.mode == SkinningMode.SpriteSheet && skinningCache.hasCharacter && editBindPose)
modeOverride = SkeletonMode.Selection;
return modeOverride;
}
protected override void OnGUI()
{
Debug.Assert(skeletonTool != null);
skeletonTool.mode = OverrideMode();
skeletonTool.editBindPose = editBindPose;
skeletonTool.DoGUI();
}
}
}