C# 클래스 Spine.Unity.Editor.SpineEditorUtilities

상속: UnityEditor.AssetPostprocessor
파일 보기 프로젝트 열기: EsotericSoftware/spine-runtimes 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
additionalSpawnTypes List
defaultMix float
defaultScale float
defaultShader string
editorGUIPath string
editorPath string
initialized bool
showHierarchyIcons bool

공개 메소드들

메소드 설명
BakeRegion ( AtlasAsset atlasAsset, AtlasRegion region, bool autoSave = true ) : GameObject
ConfirmInitialization ( ) : void
GetPathSafeRegionName ( AtlasRegion region ) : string
GetRequiredAtlasRegions ( string skeletonDataPath ) : List
HandleSkeletonComponentDrop ( object menuData ) : void
ImportSpineContent ( string imported, bool reimport = false ) : void
InstantiateSkeletonAnimation ( SkeletonDataAsset skeletonDataAsset, Spine.Skin skin = null, bool destroyInvalid = true ) : SkeletonAnimation
InstantiateSkeletonAnimation ( SkeletonDataAsset skeletonDataAsset, string skinName, bool destroyInvalid = true ) : SkeletonAnimation
InstantiateSkeletonAnimator ( SkeletonDataAsset skeletonDataAsset, Spine.Skin skin = null ) : SkeletonAnimator
InstantiateSkeletonAnimator ( SkeletonDataAsset skeletonDataAsset, string skinName ) : SkeletonAnimator
IsSpineData ( TextAsset asset ) : bool
RoundVector ( Vector3 vector, int digits ) : Vector3

Rounds off vector components to a number of decimal digits.

ShowInstantiateContextMenu ( SkeletonDataAsset skeletonDataAsset, Vector3 spawnPoint ) : void

비공개 메소드들

메소드 설명
AddRequiredAtlasRegionsFromBinary ( string skeletonDataPath, List requiredPaths ) : void
CheckForValidSkeletonData ( string skeletonJSONPath ) : bool
DisableTK2D ( ) : void
EnableTK2D ( ) : void
FindAtlasesAtPath ( string path ) : List
GetAtlasDialog ( string dirPath ) : AtlasAsset
GetMatchingAtlas ( List requiredPaths, List atlasAssets ) : AtlasAsset
HierarchyDragAndDrop ( int instanceId, Rect selectionRect ) : void
HierarchyIconsOnChanged ( ) : void
HierarchyIconsOnGUI ( int instanceId, Rect selectionRect ) : void
IngestSpineAtlas ( TextAsset atlasText ) : AtlasAsset
IngestSpineProject ( TextAsset spineJson ) : SkeletonDataAsset
Initialize ( ) : void
MousePointToWorldPoint2D ( Vector2 mousePosition, Camera camera, Plane plane ) : Vector3

Converts a mouse point to a world point on a plane.

MultiAtlasDialog ( List requiredPaths, string initialDirectory, string filename = "" ) : List
OnPostprocessAllAssets ( string imported, string deleted, string moved, string movedFromAssetPaths ) : void
PreferencesGUI ( ) : void
ReloadSkeletonData ( string skeletonJSONPath ) : void
SceneViewDragAndDrop ( SceneView sceneview ) : void
SpineEditorUtilities ( ) : UnityEngine
UpdateMecanimClips ( SkeletonDataAsset skeletonDataAsset ) : void

메소드 상세

BakeRegion() 공개 정적인 메소드

public static BakeRegion ( AtlasAsset atlasAsset, AtlasRegion region, bool autoSave = true ) : GameObject
atlasAsset AtlasAsset
region Spine.AtlasRegion
autoSave bool
리턴 UnityEngine.GameObject

ConfirmInitialization() 공개 정적인 메소드

public static ConfirmInitialization ( ) : void
리턴 void

GetPathSafeRegionName() 공개 정적인 메소드

public static GetPathSafeRegionName ( AtlasRegion region ) : string
region Spine.AtlasRegion
리턴 string

GetRequiredAtlasRegions() 공개 정적인 메소드

public static GetRequiredAtlasRegions ( string skeletonDataPath ) : List
skeletonDataPath string
리턴 List

HandleSkeletonComponentDrop() 공개 정적인 메소드

public static HandleSkeletonComponentDrop ( object menuData ) : void
menuData object
리턴 void

ImportSpineContent() 공개 정적인 메소드

public static ImportSpineContent ( string imported, bool reimport = false ) : void
imported string
reimport bool
리턴 void

InstantiateSkeletonAnimation() 공개 정적인 메소드

public static InstantiateSkeletonAnimation ( SkeletonDataAsset skeletonDataAsset, Spine.Skin skin = null, bool destroyInvalid = true ) : SkeletonAnimation
skeletonDataAsset SkeletonDataAsset
skin Spine.Skin
destroyInvalid bool
리턴 SkeletonAnimation

InstantiateSkeletonAnimation() 공개 정적인 메소드

public static InstantiateSkeletonAnimation ( SkeletonDataAsset skeletonDataAsset, string skinName, bool destroyInvalid = true ) : SkeletonAnimation
skeletonDataAsset SkeletonDataAsset
skinName string
destroyInvalid bool
리턴 SkeletonAnimation

InstantiateSkeletonAnimator() 공개 정적인 메소드

public static InstantiateSkeletonAnimator ( SkeletonDataAsset skeletonDataAsset, Spine.Skin skin = null ) : SkeletonAnimator
skeletonDataAsset SkeletonDataAsset
skin Spine.Skin
리턴 SkeletonAnimator

InstantiateSkeletonAnimator() 공개 정적인 메소드

public static InstantiateSkeletonAnimator ( SkeletonDataAsset skeletonDataAsset, string skinName ) : SkeletonAnimator
skeletonDataAsset SkeletonDataAsset
skinName string
리턴 SkeletonAnimator

IsSpineData() 공개 정적인 메소드

public static IsSpineData ( TextAsset asset ) : bool
asset UnityEngine.TextAsset
리턴 bool

RoundVector() 공개 정적인 메소드

Rounds off vector components to a number of decimal digits.
public static RoundVector ( Vector3 vector, int digits ) : Vector3
vector UnityEngine.Vector3
digits int
리턴 UnityEngine.Vector3

ShowInstantiateContextMenu() 공개 정적인 메소드

public static ShowInstantiateContextMenu ( SkeletonDataAsset skeletonDataAsset, Vector3 spawnPoint ) : void
skeletonDataAsset SkeletonDataAsset
spawnPoint UnityEngine.Vector3
리턴 void

프로퍼티 상세

additionalSpawnTypes 공개적으로 정적으로 프로퍼티

public static List additionalSpawnTypes
리턴 List

defaultMix 공개적으로 정적으로 프로퍼티

public static float defaultMix
리턴 float

defaultScale 공개적으로 정적으로 프로퍼티

public static float defaultScale
리턴 float

defaultShader 공개적으로 정적으로 프로퍼티

public static string defaultShader
리턴 string

editorGUIPath 공개적으로 정적으로 프로퍼티

public static string editorGUIPath
리턴 string

editorPath 공개적으로 정적으로 프로퍼티

public static string editorPath
리턴 string

initialized 공개적으로 정적으로 프로퍼티

public static bool initialized
리턴 bool

showHierarchyIcons 공개적으로 정적으로 프로퍼티

public static bool showHierarchyIcons
리턴 bool