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BoneTreeViewModel.cs 5.8KB

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  1. using System;
  2. using UnityEngine;
  3. namespace UnityEditor.U2D.Animation
  4. {
  5. internal class BoneVisibilityToolData : CacheObject
  6. {
  7. [SerializeField]
  8. bool m_AllVisibility = true;
  9. bool m_PreviousVisibility = true;
  10. public bool allVisibility
  11. {
  12. get { return m_AllVisibility; }
  13. set { m_AllVisibility = value; }
  14. }
  15. public bool previousVisiblity
  16. {
  17. get { return m_PreviousVisibility; }
  18. set { m_PreviousVisibility = value; }
  19. }
  20. }
  21. internal class BoneTreeWidgetModel : IBoneTreeViewModel
  22. {
  23. protected SkinningCache m_SkinningCache;
  24. protected IBoneVisibilityToolView m_View;
  25. protected BoneVisibilityToolData m_Data;
  26. public SkinningCache skinningCache
  27. {
  28. get { return m_SkinningCache; }
  29. }
  30. public IBoneVisibilityToolView view
  31. {
  32. get { return m_View; }
  33. }
  34. public virtual bool GetAllVisibility()
  35. {
  36. return m_Data.allVisibility;
  37. }
  38. public SkeletonSelection GetBoneSelection()
  39. {
  40. return skinningCache.skeletonSelection;
  41. }
  42. public BoneCache[] GetExpandedBones()
  43. {
  44. return skinningCache.GetExpandedBones();
  45. }
  46. public int GetDepth(BoneCache bone)
  47. {
  48. return (int)bone.depth;
  49. }
  50. public Color GetBoneColor(BoneCache bone)
  51. {
  52. return bone.bindPoseColor;
  53. }
  54. public SkeletonCache GetSelectedSkeleton()
  55. {
  56. return skinningCache.GetEffectiveSkeleton(skinningCache.selectedSprite);
  57. }
  58. public bool GetVisibility(BoneCache bone)
  59. {
  60. return bone.isVisible;
  61. }
  62. public void SelectBones(BoneCache[] bones)
  63. {
  64. skinningCache.skeletonSelection.elements = bones.ToCharacterIfNeeded();
  65. }
  66. public void SetExpandedBones(BoneCache[] bones)
  67. {
  68. skinningCache.BoneExpansionChanged(bones);
  69. }
  70. public virtual void SetAllVisibility(SkeletonCache skeleton, bool visibility)
  71. {
  72. m_Data.allVisibility = visibility;
  73. SetAllBoneVisibility(skeleton, visibility);
  74. UpdateVisibilityFromPersistentState();
  75. }
  76. public static void SetAllBoneVisibility(SkeletonCache skeleton, bool visibility)
  77. {
  78. if (skeleton != null)
  79. {
  80. foreach (var bone in skeleton.bones)
  81. bone.isVisible = visibility;
  82. }
  83. }
  84. public void SetBoneParent(BoneCache newParent, BoneCache bone, int insertAtIndex)
  85. {
  86. TransformCache parent = newParent;
  87. if (newParent == null)
  88. parent = bone.skeleton;
  89. skinningCache.RestoreBindPose();
  90. bone.SetParent(parent, true);
  91. if (insertAtIndex == -1)
  92. insertAtIndex = parent.childCount;
  93. bone.siblingIndex = insertAtIndex;
  94. bone.SetDefaultPose();
  95. }
  96. public void SetDepth(BoneCache bone, int depth)
  97. {
  98. var characterBone = bone.ToCharacterIfNeeded();
  99. characterBone.depth = depth;
  100. if (characterBone != bone || skinningCache.mode == SkinningMode.Character)
  101. skinningCache.SyncSpriteSheetSkeletons();
  102. skinningCache.events.boneDepthChanged.Invoke(bone);
  103. }
  104. public void SetBoneColor(BoneCache bone, Color color)
  105. {
  106. var characterBone = bone.ToCharacterIfNeeded();
  107. characterBone.bindPoseColor = color;
  108. if (characterBone != bone || skinningCache.mode == SkinningMode.Character)
  109. skinningCache.SyncSpriteSheetSkeletons();
  110. skinningCache.events.boneColorChanged.Invoke(bone);
  111. }
  112. public void SetName(BoneCache bone, string name)
  113. {
  114. var characterBone = bone.ToCharacterIfNeeded();
  115. characterBone.name = name;
  116. if (characterBone != bone || skinningCache.mode == SkinningMode.Character)
  117. {
  118. skinningCache.SyncSpriteSheetSkeletons();
  119. }
  120. }
  121. public void SetVisibility(BoneCache bone, bool visibility)
  122. {
  123. bone.isVisible = visibility;
  124. UpdateVisibilityFromPersistentState();
  125. }
  126. public UndoScope UndoScope(string value)
  127. {
  128. return skinningCache.UndoScope(value);
  129. }
  130. private void UpdateVisibilityFromPersistentState()
  131. {
  132. skinningCache.BoneVisibilityChanged();
  133. }
  134. public bool hasCharacter {get { return skinningCache.hasCharacter; } }
  135. public SkinningMode mode {get { return skinningCache.mode; } }
  136. }
  137. internal interface IBoneTreeViewModel
  138. {
  139. void SetVisibility(BoneCache bone, bool visibility);
  140. bool GetVisibility(BoneCache bone);
  141. void SetName(BoneCache bone, string name);
  142. void SetBoneParent(BoneCache newParent, BoneCache bone, int insertAtIndex);
  143. int GetDepth(BoneCache bone);
  144. void SetDepth(BoneCache bone, int depth);
  145. Color GetBoneColor(BoneCache bone);
  146. void SetBoneColor(BoneCache bone, Color color);
  147. void SetAllVisibility(SkeletonCache skeleton, bool visibility);
  148. bool GetAllVisibility();
  149. void SelectBones(BoneCache[] bones);
  150. void SetExpandedBones(BoneCache[] bones);
  151. IBoneVisibilityToolView view { get; }
  152. SkeletonSelection GetBoneSelection();
  153. BoneCache[] GetExpandedBones();
  154. SkeletonCache GetSelectedSkeleton();
  155. bool hasCharacter { get; }
  156. SkinningMode mode { get; }
  157. UndoScope UndoScope(string value);
  158. }
  159. }