Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption.
Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption.
UnityEngine.Transform:set_parent(Transform)
SmoothMoves.BuildHelper:UpdateBoneAnimation(BoneAnimation)
SmoothMoves.BuildHelper:UpdateAnimationDataAndPrefabs(BoneAnimationData, Boolean, Int32&, Int32&, Int32&)
SmoothMoves.BuildHelper:UpdateSingleBoneAnimationAndData(BoneAnimation)
TestEditor:OnGUI() (at Assets/Editor/TestEditor.cs:56)
UnityEditor.DockArea:OnGUI()
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using SmoothMoves;
public class TestEditor : EditorWindow {
private List<string> list = new List<string>();
private Vector2 _scrollPos = new Vector2(0, 0);
private Dictionary<string, object> _dic = new Dictionary<string, object>();
private bool _foldout = false;
[MenuItem("Tool/AnimtionChecker")]
static void Init(){
EditorWindow window = EditorWindow.GetWindow(typeof(TestEditor));
window.Show();
}
void OnGUI(){
Debug.Log ("-> " + Event.current);
EventType type = Event.current.type;
GUILayout.BeginArea(new Rect(0, 0, position.width, position.height));
_scrollPos = GUILayout.BeginScrollView(_scrollPos);
if( type == EventType.Layout){
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
}
if( type == EventType.DragExited ){
for(int i = 0; i<DragAndDrop.objectReferences.Length; i++){
list.Add(DragAndDrop.objectReferences[i].name);
GameObject go = new GameObject ("Bone Animation");
BoneAnimation boneAnim = go.AddComponent<BoneAnimation>();
boneAnim.animationData = DragAndDrop.objectReferences[i] as BoneAnimationData;
Selection.activeGameObject = go;
_dic.Add(DragAndDrop.objectReferences[i].name,boneAnim);
BuildHelper.UpdateSingleBoneAnimationAndData(boneAnim);
}
}
if( list.Count > 0 ){
for( int i = 0; i<list.Count; i++){
if( _dic.ContainsKey(list[i])){
BoneAnimation boneAnimation = (BoneAnimation)_dic[list[i]];
EditorGUI.ObjectField(new Rect(0, 20 * i + 20, this.position.width, 20), boneAnimation, typeof(BoneAnimation));
Debug.LogWarning(boneAnimation);
}
}
}
if(GUI.Button(new Rect(0, this.position.y - 40, this.position.width, 20), "Reset")){
this.list.Clear();
this._dic.Clear();
}
GUILayout.EndScrollView();
GUILayout.EndArea();
}
}