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

135 lines
3.5 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEditor.U2D.Animation
{
[Serializable]
internal class SpriteBoneData
{
public string name;
public int parentId = -1;
public Vector2 localPosition;
public Quaternion localRotation = Quaternion.identity;
public Vector2 position;
public Vector2 endPosition;
public float depth;
public float length;
}
internal interface ISpriteMeshData
{
Rect frame { get; set; }
List<int> indices { get; set; }
List<Edge> edges { get; set; }
int vertexCount { get; }
int boneCount { get; }
Vector2 GetPosition(int index);
void SetPosition(int index, Vector2 position);
EditableBoneWeight GetWeight(int index);
void SetWeight(int index, EditableBoneWeight weight);
void AddVertex(Vector2 position, BoneWeight weight);
void RemoveVertex(int index);
SpriteBoneData GetBoneData(int index);
float GetBoneDepth(int index);
void Clear();
}
[Serializable]
internal class SpriteMeshData : ISpriteMeshData
{
public GUID spriteID = new GUID();
[SerializeField]
private Rect m_Frame;
public Vector2 pivot = Vector2.zero;
[SerializeField]
private List<Vertex2D> m_Vertices = new List<Vertex2D>();
[SerializeField]
private List<int> m_Indices = new List<int>();
[SerializeField]
public List<SpriteBoneData> m_Bones = new List<SpriteBoneData>();
[SerializeField]
private List<Edge> m_Edges = new List<Edge>();
public Rect frame
{
get { return m_Frame; }
set { m_Frame = value; }
}
public List<Vertex2D> vertices
{
get { return m_Vertices; }
set { m_Vertices = value; }
}
public List<int> indices
{
get { return m_Indices; }
set { m_Indices = value; }
}
public List<Edge> edges
{
get { return m_Edges; }
set { m_Edges = value; }
}
public List<SpriteBoneData> bones
{
get { return m_Bones; }
set { m_Bones = value; }
}
public int vertexCount { get { return m_Vertices.Count; } }
public int boneCount { get { return m_Bones.Count; } }
public Vector2 GetPosition(int index)
{
return m_Vertices[index].position;
}
public void SetPosition(int index, Vector2 position)
{
m_Vertices[index].position = position;
}
public EditableBoneWeight GetWeight(int index)
{
return m_Vertices[index].editableBoneWeight;
}
public void SetWeight(int index, EditableBoneWeight weight)
{
m_Vertices[index].editableBoneWeight = weight;
}
public void AddVertex(Vector2 position, BoneWeight weight)
{
m_Vertices.Add(new Vertex2D(position, weight));
}
public void RemoveVertex(int index)
{
m_Vertices.RemoveAt(index);
}
public SpriteBoneData GetBoneData(int index)
{
return m_Bones[index];
}
public float GetBoneDepth(int index)
{
return m_Bones[index].depth;
}
public void Clear()
{
m_Vertices.Clear();
m_Indices.Clear();
m_Edges.Clear();
}
}
}