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[unity] SkeletonGraphic did not expose UI base class `MaskableGraphic` `Maskable` property.

Harald Csaszar 3 anni fa
parent
commit
6e659dc08b

+ 3 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonGraphicInspector.cs

@@ -55,7 +55,7 @@ namespace Spine.Unity.Editor {
 		SerializedProperty initialFlipX, initialFlipY;
 		SerializedProperty meshGeneratorSettings;
 		SerializedProperty allowMultipleCanvasRenderers, separatorSlotNames, enableSeparatorSlots, updateSeparatorPartLocation;
-		SerializedProperty raycastTarget;
+		SerializedProperty raycastTarget, maskable;
 
 		SkeletonGraphic thisSkeletonGraphic;
 		protected bool isInspectingPrefab;
@@ -96,6 +96,7 @@ namespace Spine.Unity.Editor {
 			material = so.FindProperty("m_Material");
 			color = so.FindProperty("m_Color");
 			raycastTarget = so.FindProperty("m_RaycastTarget");
+			maskable = so.FindProperty("m_Maskable");
 
 			// SkeletonRenderer
 			additiveMaterial = so.FindProperty("additiveMaterial");
@@ -282,6 +283,7 @@ namespace Spine.Unity.Editor {
 			EditorGUILayout.Space();
 			EditorGUILayout.LabelField("UI", EditorStyles.boldLabel);
 			EditorGUILayout.PropertyField(raycastTarget);
+			if (maskable != null) EditorGUILayout.PropertyField(maskable);
 
 			EditorGUILayout.BeginHorizontal(GUILayout.Height(EditorGUIUtility.singleLineHeight + 5));
 			EditorGUILayout.PrefixLabel("Match RectTransform with Mesh");