SpineSkeletonFlipTrack.cs 2.9 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated July 28, 2023. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2023, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  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 or
  13. * 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
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
  27. * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. #if UNITY_EDITOR
  30. using System.ComponentModel;
  31. #endif
  32. using UnityEngine;
  33. using UnityEngine.Playables;
  34. using UnityEngine.Timeline;
  35. namespace Spine.Unity.Playables {
  36. [TrackColor(0.855f, 0.8623f, 0.87f)]
  37. [TrackClipType(typeof(SpineSkeletonFlipClip))]
  38. [TrackBindingType(typeof(SpinePlayableHandleBase))]
  39. #if UNITY_EDITOR
  40. [DisplayName("Spine/Skeleton Flip Track")]
  41. #endif
  42. public class SpineSkeletonFlipTrack : TrackAsset {
  43. public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
  44. return ScriptPlayable<SpineSkeletonFlipMixerBehaviour>.Create(graph, inputCount);
  45. }
  46. public override void GatherProperties (PlayableDirector director, IPropertyCollector driver) {
  47. #if UNITY_EDITOR
  48. SpinePlayableHandleBase trackBinding = director.GetGenericBinding(this) as SpinePlayableHandleBase;
  49. if (trackBinding == null)
  50. return;
  51. UnityEditor.SerializedObject serializedObject = new UnityEditor.SerializedObject(trackBinding);
  52. UnityEditor.SerializedProperty iterator = serializedObject.GetIterator();
  53. while (iterator.NextVisible(true)) {
  54. if (iterator.hasVisibleChildren)
  55. continue;
  56. driver.AddFromName<SpinePlayableHandleBase>(trackBinding.gameObject, iterator.propertyPath);
  57. }
  58. #endif
  59. base.GatherProperties(director, driver);
  60. }
  61. }
  62. }