SpineSkeletonFlipDrawer.cs 2.5 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated April 5, 2025. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2025, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
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  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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  28. *****************************************************************************/
  29. using UnityEditor;
  30. using UnityEngine;
  31. using UnityEngine.Playables;
  32. [CustomPropertyDrawer(typeof(SpineSkeletonFlipBehaviour))]
  33. public class SpineSkeletonFlipDrawer : PropertyDrawer {
  34. public override float GetPropertyHeight (SerializedProperty property, GUIContent label) {
  35. int fieldCount = 2;
  36. return fieldCount * EditorGUIUtility.singleLineHeight;
  37. }
  38. public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
  39. SerializedProperty flipXProp = property.FindPropertyRelative("flipX");
  40. SerializedProperty flipYProp = property.FindPropertyRelative("flipY");
  41. Rect singleFieldRect = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight);
  42. EditorGUI.PropertyField(singleFieldRect, flipXProp);
  43. singleFieldRect.y += EditorGUIUtility.singleLineHeight;
  44. EditorGUI.PropertyField(singleFieldRect, flipYProp);
  45. }
  46. }