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@@ -46,6 +46,10 @@
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#define NEWHIERARCHYWINDOWCALLBACKS
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#endif
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+#if UNITY_2018_3_OR_NEWER
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+#define NEW_PREFERENCES_SETTINGS_PROVIDER
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+#endif
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+
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#if UNITY_2019_1_OR_NEWER
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#define NEW_TIMELINE_AS_PACKAGE
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#endif
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@@ -174,11 +178,33 @@ namespace Spine.Unity.Editor {
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static int STRAIGHT_ALPHA_PARAM_ID = Shader.PropertyToID("_StraightAlphaInput");
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+ #if NEW_PREFERENCES_SETTINGS_PROVIDER
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+ static class SpineSettingsProviderRegistration
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+ {
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+ [SettingsProvider]
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+ public static SettingsProvider CreateSpineSettingsProvider()
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+ {
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+ var provider = new SettingsProvider("Spine", SettingsScope.User)
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+ {
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+ label = "Spine",
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+ guiHandler = (searchContext) =>
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+ {
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+ Preferences.HandlePreferencesGUI(); // This line shall NOT be merged to 3.8 branch. Version to provide a non-behavior-changing implementation for 3.7 branch.
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+ },
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+
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+ // Populate the search keywords to enable smart search filtering and label highlighting:
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+ keywords = new HashSet<string>(new[] { "Spine", "Preferences", "Skeleton", "Default", "Mix", "Duration" })
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+ };
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+ return provider;
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+ }
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+ }
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+ #else
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// Preferences entry point
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[PreferenceItem("Spine")]
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static void PreferencesGUI () {
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Preferences.HandlePreferencesGUI();
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}
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+ #endif
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// Auto-import entry point
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static void OnPostprocessAllAssets (string[] imported, string[] deleted, string[] moved, string[] movedFromAssetPaths) {
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@@ -206,39 +232,39 @@ namespace Spine.Unity.Editor {
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Icons.Initialize();
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// Drag and Drop
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- #if UNITY_2019_1_OR_NEWER
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+#if UNITY_2019_1_OR_NEWER
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SceneView.duringSceneGui -= DragAndDropInstantiation.SceneViewDragAndDrop;
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SceneView.duringSceneGui += DragAndDropInstantiation.SceneViewDragAndDrop;
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- #else
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+#else
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SceneView.onSceneGUIDelegate -= DragAndDropInstantiation.SceneViewDragAndDrop;
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SceneView.onSceneGUIDelegate += DragAndDropInstantiation.SceneViewDragAndDrop;
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- #endif
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+#endif
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EditorApplication.hierarchyWindowItemOnGUI -= HierarchyHandler.HandleDragAndDrop;
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EditorApplication.hierarchyWindowItemOnGUI += HierarchyHandler.HandleDragAndDrop;
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// Hierarchy Icons
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- #if NEWPLAYMODECALLBACKS
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+#if NEWPLAYMODECALLBACKS
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EditorApplication.playModeStateChanged -= HierarchyHandler.IconsOnPlaymodeStateChanged;
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EditorApplication.playModeStateChanged += HierarchyHandler.IconsOnPlaymodeStateChanged;
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HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
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- #else
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+#else
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EditorApplication.playmodeStateChanged -= HierarchyHandler.IconsOnPlaymodeStateChanged;
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EditorApplication.playmodeStateChanged += HierarchyHandler.IconsOnPlaymodeStateChanged;
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HierarchyHandler.IconsOnPlaymodeStateChanged();
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- #endif
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+#endif
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// Data Refresh Edit Mode.
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// This prevents deserialized SkeletonData from persisting from play mode to edit mode.
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- #if NEWPLAYMODECALLBACKS
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+#if NEWPLAYMODECALLBACKS
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EditorApplication.playModeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
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EditorApplication.playModeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
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DataReloadHandler.OnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
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- #else
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+#else
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EditorApplication.playmodeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
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EditorApplication.playmodeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
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DataReloadHandler.OnPlaymodeStateChanged();
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- #endif
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+#endif
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if (SpineEditorUtilities.Preferences.textureImporterWarning) {
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IssueWarningsForUnrecommendedTextureSettings();
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@@ -298,14 +324,14 @@ namespace Spine.Unity.Editor {
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}
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return true;
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}
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- #endregion
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+#endregion
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public static class Preferences {
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- #if SPINE_TK2D
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+#if SPINE_TK2D
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const float DEFAULT_DEFAULT_SCALE = 1f;
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- #else
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+#else
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const float DEFAULT_DEFAULT_SCALE = 0.01f;
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- #endif
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+#endif
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const string DEFAULT_SCALE_KEY = "SPINE_DEFAULT_SCALE";
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public static float defaultScale = DEFAULT_DEFAULT_SCALE;
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@@ -378,11 +404,11 @@ namespace Spine.Unity.Editor {
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showHierarchyIcons = EditorGUILayout.Toggle(new GUIContent("Show Hierarchy Icons", "Show relevant icons on GameObjects with Spine Components on them. Disable this if you have large, complex scenes."), showHierarchyIcons);
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if (EditorGUI.EndChangeCheck()) {
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EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
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- #if NEWPLAYMODECALLBACKS
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+#if NEWPLAYMODECALLBACKS
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HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
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- #else
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+#else
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HierarchyHandler.IconsOnPlaymodeStateChanged();
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- #endif
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+#endif
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}
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BoolPrefsField(ref autoReloadSceneSkeletons, AUTO_RELOAD_SCENESKELETONS_KEY, new GUIContent("Auto-reload scene components", "Reloads Skeleton components in the scene whenever their SkeletonDataAsset is modified. This makes it so changes in the SkeletonDataAsset inspector are immediately reflected. This may be slow when your scenes have large numbers of SkeletonRenderers or SkeletonGraphic."));
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@@ -432,7 +458,7 @@ namespace Spine.Unity.Editor {
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}
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}
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- #if NEW_TIMELINE_AS_PACKAGE
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+#if NEW_TIMELINE_AS_PACKAGE
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GUILayout.Space(20);
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EditorGUILayout.LabelField("Timeline Support", EditorStyles.boldLabel);
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using (new GUILayout.HorizontalScope()) {
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@@ -446,7 +472,7 @@ namespace Spine.Unity.Editor {
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SpineEditorUtilities.SpinePackageDependencyUtility.DisableTimelineSupport();
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}
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}
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- #endif
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+#endif
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GUILayout.Space(20);
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EditorGUILayout.LabelField("3rd Party Settings", EditorStyles.boldLabel);
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@@ -1459,20 +1485,20 @@ namespace Spine.Unity.Editor {
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/// <summary>Handles creating a new GameObject in the Unity Editor. This uses the new ObjectFactory API where applicable.</summary>
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public static GameObject NewGameObject (string name) {
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- #if NEW_PREFAB_SYSTEM
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+#if NEW_PREFAB_SYSTEM
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return ObjectFactory.CreateGameObject(name);
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- #else
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+#else
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return new GameObject(name);
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- #endif
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+#endif
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}
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/// <summary>Handles creating a new GameObject in the Unity Editor. This uses the new ObjectFactory API where applicable.</summary>
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public static GameObject NewGameObject (string name, params System.Type[] components) {
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- #if NEW_PREFAB_SYSTEM
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+#if NEW_PREFAB_SYSTEM
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return ObjectFactory.CreateGameObject(name, components);
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- #else
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+#else
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return new GameObject(name, components);
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- #endif
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+#endif
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}
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public static void InstantiateEmptySpineGameObject<T> (string name) where T : MonoBehaviour {
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@@ -1824,7 +1850,7 @@ namespace Spine.Unity.Editor {
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Failure
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}
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- #if NEW_TIMELINE_AS_PACKAGE
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+#if NEW_TIMELINE_AS_PACKAGE
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const string SPINE_TIMELINE_PACKAGE_DOWNLOADED_DEFINE = "SPINE_TIMELINE_PACKAGE_DOWNLOADED";
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const string TIMELINE_PACKAGE_NAME = "com.unity.timeline";
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const string TIMELINE_ASMDEF_DEPENDENCY_STRING = "\"Unity.Timeline\"";
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@@ -1877,9 +1903,9 @@ namespace Spine.Unity.Editor {
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internal static void HandleSuccessfulTimelinePackageDownload () {
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- #if !SPINE_TK2D
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+#if !SPINE_TK2D
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SpineBuildEnvUtility.EnableSpineAsmdefFiles();
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- #endif
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+#endif
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SpineBuildEnvUtility.AddDependencyToAsmdefFile(TIMELINE_ASMDEF_DEPENDENCY_STRING);
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SpineBuildEnvUtility.EnableBuildDefine(SPINE_TIMELINE_PACKAGE_DOWNLOADED_DEFINE);
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@@ -1911,7 +1937,7 @@ namespace Spine.Unity.Editor {
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}
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}
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}
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- #endif
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+#endif
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}
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}
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