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https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
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120 lines
3.5 KiB
C#
120 lines
3.5 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEditor.U2D.Animation
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{
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/// <summary>An interface that allows Sprite Editor Modules to edit Character data for user custom importer.</summary>
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/// <remarks>Implement this interface for [[ScriptedImporter]] to leverage on Sprite Editor Modules to edit Character data.</remarks>
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[MovedFrom("UnityEditor.U2D.Experimental.Animation")]
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public interface ICharacterDataProvider
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{
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/// <summary>
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/// Returns the CharacterData structure that represents the Character composition.
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/// </summary>
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/// <returns>CharacterData data</returns>
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CharacterData GetCharacterData();
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/// <summary>
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/// Sets the CharacterData structure that represents to the data provider
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/// </summary>
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/// <param name="characterData">CharacterData to set</param>
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void SetCharacterData(CharacterData characterData);
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}
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/// <summary>
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/// Data structure that represents a character setup
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/// </summary>
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[Serializable]
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[MovedFrom("UnityEditor.U2D.Experimental.Animation")]
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public struct CharacterData
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{
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/// <summary>
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/// SpriteBones influencing the Character
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/// </summary>
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public UnityEngine.U2D.SpriteBone[] bones;
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/// <summary>
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/// Parts of the character
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/// </summary>
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public CharacterPart[] parts;
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/// <summary>
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/// The dimension of the character required
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/// </summary>
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public Vector2Int dimension;
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/// <summary>
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/// Character grouping information
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/// </summary>
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public CharacterGroup[] characterGroups;
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}
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internal interface ICharacterOrder
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{
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int order { get; set;}
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}
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/// <summary>
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/// Data structure representing CharacterPart grouping
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/// </summary>
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[Serializable]
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[MovedFrom("UnityEditor.U2D.Experimental.Animation")]
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public struct CharacterGroup : ICharacterOrder
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{
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/// <summary>
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/// Name of the CharacterGroup
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/// </summary>
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public string name;
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/// <summary>
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/// The parent group index it belongs to. Set to -1 if does not have a parent.
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/// </summary>
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public int parentGroup;
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[SerializeField]
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int m_Order;
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/// <summary>
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/// The order of the group in the list
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/// </summary>
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public int order
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{
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get => m_Order;
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set => m_Order = value;
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}
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}
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/// <summary>
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/// Data structure representing a character part
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/// </summary>
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[Serializable]
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[MovedFrom("UnityEditor.U2D.Experimental.Animation")]
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public struct CharacterPart : ICharacterOrder
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{
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/// <summary>
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/// Position for the Sprite in the character
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/// </summary>
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public RectInt spritePosition;
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/// <summary>
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/// Sprite ID
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/// </summary>
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public string spriteId;
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/// <summary>
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/// Bones influencing the Sprite
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/// </summary>
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public int[] bones;
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/// <summary>
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/// CharacterGroup that the part belongs to
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/// </summary>
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public int parentGroup;
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[SerializeField]
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int m_Order;
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/// <summary>
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/// The order of the part in the list
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/// </summary>
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public int order
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{
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get => m_Order;
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set => m_Order = value;
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}
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}
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}
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