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- using System;
- using UnityEditor.U2D.Layout;
- namespace UnityEditor.U2D.Animation
- {
- internal class SkeletonToolView
- {
- private BoneInspectorPanel m_BoneInspectorPanel;
- public event Action<BoneCache, string> onBoneNameChanged = (b, s) => {};
- public event Action<BoneCache, int> onBoneDepthChanged = (b, i) => {};
- public SkeletonToolView()
- {
- m_BoneInspectorPanel = BoneInspectorPanel.GenerateFromUXML();
- m_BoneInspectorPanel.onBoneNameChanged += (b, n) => onBoneNameChanged(b, n);
- m_BoneInspectorPanel.onBoneDepthChanged += (b, d) => onBoneDepthChanged(b, d);
- Hide();
- }
-
- public void Initialize(LayoutOverlay layout)
- {
- layout.rightOverlay.Add(m_BoneInspectorPanel);
- }
- public void Show(BoneCache target)
- {
- m_BoneInspectorPanel.target = target;
- m_BoneInspectorPanel.SetHiddenFromLayout(false);
- }
- public BoneCache target => m_BoneInspectorPanel.target;
- public void Hide()
- {
- m_BoneInspectorPanel.HidePanel();
- m_BoneInspectorPanel.target = null;
- }
- public void Update(string name, int depth)
- {
- m_BoneInspectorPanel.boneName = name;
- m_BoneInspectorPanel.boneDepth = depth;
- }
- }
- }
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