2025-05-09 15:40:34 +08:00

102 lines
3.6 KiB
C#

// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor.Tools
{
/// <summary>[Editor-Only] [Pro-Only]
/// A base <see cref="AnimancerToolsWindow.Tool"/> for modifying <see cref="AnimationClip"/>s.
/// </summary>
/// <remarks>
/// <strong>Documentation:</strong>
/// <see href="https://kybernetik.com.au/animancer/docs/manual/tools">
/// Animancer Tools</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer.Editor.Tools/AnimationModifierTool
///
[Serializable]
public abstract class AnimationModifierTool : AnimancerToolsWindow.Tool
{
/************************************************************************************************************************/
[SerializeField]
private AnimationClip _Animation;
/// <summary>The currently selected <see cref="AnimationClip"/> asset.</summary>
public AnimationClip Animation => _Animation;
/************************************************************************************************************************/
/// <inheritdoc/>
public override void OnEnable(int index)
{
base.OnEnable(index);
OnAnimationChanged();
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void OnSelectionChanged()
{
if (Selection.activeObject is AnimationClip animation)
{
_Animation = animation;
OnAnimationChanged();
}
}
/************************************************************************************************************************/
/// <summary>Called whenever the selected <see cref="Animation"/> changes.</summary>
protected virtual void OnAnimationChanged() { }
/************************************************************************************************************************/
/// <inheritdoc/>
public override void DoBodyGUI()
{
AnimancerToolsWindow.BeginChangeCheck();
var animation = AnimancerGUI.DoObjectFieldGUI("Animation", _Animation, false);
if (AnimancerToolsWindow.EndChangeCheck(ref _Animation, animation))
OnAnimationChanged();
}
/************************************************************************************************************************/
/// <summary>Calls <see cref="AnimancerToolsWindow.Tool.SaveModifiedAsset"/> on the animation.</summary>
protected bool SaveAs()
{
AnimancerGUI.Deselect();
if (SaveModifiedAsset(
"Save Modified Animation",
"Where would you like to save the new animation?",
_Animation,
Modify))
{
_Animation = null;
OnAnimationChanged();
return true;
}
else return false;
}
/************************************************************************************************************************/
/// <summary>Override this to apply the desired modifications to the `animation` before it is saved.</summary>
protected virtual void Modify(AnimationClip animation) { }
/************************************************************************************************************************/
}
}
#endif