rimworld-animation-studio/Library/PackageCache/com.unity.2d.spriteshape@3.0.14/Samples~/Extras/Scripts/ConformingSpline.cs
2022-09-13 00:36:34 -05:00

58 lines
1.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
#if UNITY_EDITOR
using UnityEditor;
#endif
// Demo Script Usage:
// When you want multiple SpriteShapes to share a common Spline,
// attach this script to the secondary objects you would like to
// copy the Spline and set the ParentObject to the original object
// you are copying from.
[ExecuteInEditMode]
public class ConformingSpline : MonoBehaviour
{
public GameObject m_ParentObject;
private int hashCode;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (m_ParentObject != null)
{
hashCode = CopySpline(m_ParentObject, gameObject, hashCode);
}
}
private static int CopySpline(GameObject src, GameObject dst, int hashCode)
{
#if UNITY_EDITOR
var parentSpriteShapeController = src.GetComponent<SpriteShapeController>();
var mirrorSpriteShapeController = dst.GetComponent<SpriteShapeController>();
if (parentSpriteShapeController != null && mirrorSpriteShapeController != null && parentSpriteShapeController.spline.GetHashCode() != hashCode)
{
SerializedObject srcController = new SerializedObject(parentSpriteShapeController);
SerializedObject dstController = new SerializedObject(mirrorSpriteShapeController);
SerializedProperty srcSpline = srcController.FindProperty("m_Spline");
dstController.CopyFromSerializedProperty(srcSpline);
dstController.ApplyModifiedProperties();
EditorUtility.SetDirty(mirrorSpriteShapeController);
return parentSpriteShapeController.spline.GetHashCode();
}
#endif
return hashCode;
}
}