testss
This commit is contained in:
@@ -0,0 +1,23 @@
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using UnityEngine;
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namespace UnityEditor.U2D.Sprites
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{
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internal interface IAssetDatabase
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{
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string GetAssetPath(Object o);
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AssetImporter GetAssetImporterFromPath(string path);
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}
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internal class AssetDatabaseSystem : IAssetDatabase
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{
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public string GetAssetPath(Object o)
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{
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return AssetDatabase.GetAssetPath(o);
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}
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public AssetImporter GetAssetImporterFromPath(string path)
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{
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return AssetImporter.GetAtPath(path);
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}
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}
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}
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@@ -0,0 +1,99 @@
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using UnityEngine;
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using UnityEvent = UnityEngine.Event;
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namespace UnityEditor.U2D.Sprites
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{
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internal interface IEvent
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{
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EventType type { get; }
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string commandName { get; }
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bool control { get; }
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bool alt { get; }
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bool shift { get; }
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KeyCode keyCode { get; }
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Vector2 mousePosition { get; }
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int button { get; }
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EventModifiers modifiers { get; }
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EventType GetTypeForControl(int id);
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void Use();
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}
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internal class Event : IEvent
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{
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UnityEvent m_Event;
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public Event()
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{
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m_Event = UnityEvent.current;
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}
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public EventType type
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{
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get { return m_Event.type; }
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}
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public string commandName
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{
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get { return m_Event.commandName; }
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}
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public bool control
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{
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get { return m_Event.control; }
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}
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public bool alt
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{
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get { return m_Event.alt; }
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}
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public bool shift
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{
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get { return m_Event.shift; }
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}
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public KeyCode keyCode
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{
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get { return m_Event.keyCode; }
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}
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public Vector2 mousePosition
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{
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get { return m_Event.mousePosition; }
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}
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public int button
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{
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get { return m_Event.button; }
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}
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public void Use()
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{
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m_Event.Use();
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}
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public EventModifiers modifiers
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{
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get { return m_Event.modifiers; }
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}
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public EventType GetTypeForControl(int id)
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{
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return m_Event.GetTypeForControl(id);
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}
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}
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internal interface IEventSystem
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{
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IEvent current { get; }
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}
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internal class EventSystem : IEventSystem
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{
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public IEvent current
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{
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get { return new Event(); }
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}
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}
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}
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@@ -0,0 +1,64 @@
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namespace UnityEngine.U2D.Sprites
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{
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internal interface IGL
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{
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void PushMatrix();
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void PopMatrix();
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void MultMatrix(Matrix4x4 m);
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void Begin(int mode);
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void End();
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void Color(Color c);
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void Vertex(Vector3 v);
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}
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internal class GLSystem : IGL
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{
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static IGL m_GLSystem;
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internal static void SetSystem(IGL system)
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{
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m_GLSystem = system;
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}
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internal static IGL GetSystem()
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{
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if (m_GLSystem == null)
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m_GLSystem = new GLSystem();
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return m_GLSystem;
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}
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public void PushMatrix()
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{
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GL.PushMatrix();
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}
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public void PopMatrix()
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{
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GL.PopMatrix();
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}
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public void MultMatrix(Matrix4x4 m)
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{
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GL.MultMatrix(m);
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}
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public void Begin(int mode)
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{
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GL.Begin(mode);
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}
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public void End()
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{
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GL.End();
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}
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public void Color(Color c)
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{
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GL.Color(c);
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}
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public void Vertex(Vector3 v)
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{
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GL.Vertex(v);
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}
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}
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}
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@@ -0,0 +1,49 @@
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using UnityEngine;
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namespace UnityEditor.U2D.Sprites
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{
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internal interface IGUIUtility
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{
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int GetPermanentControlID();
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int hotControl { get; set; }
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int keyboardControl { get; set; }
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int GetControlID(int hint, FocusType focus);
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}
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internal class GUIUtilitySystem : IGUIUtility
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{
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public int GetPermanentControlID()
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{
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return GUIUtility.GetPermanentControlID();
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}
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public int hotControl
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{
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get
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{
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return GUIUtility.hotControl;
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}
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set
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{
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GUIUtility.hotControl = value;
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}
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}
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public int keyboardControl
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{
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get
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{
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return GUIUtility.keyboardControl;
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}
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set
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{
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GUIUtility.keyboardControl = value;
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}
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}
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public int GetControlID(int hint, FocusType focus)
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{
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return GUIUtility.GetControlID(hint, focus);
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}
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}
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}
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@@ -0,0 +1,74 @@
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using UnityEngine;
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using UnityHandles = UnityEditor.Handles;
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using UnityTexture2D = UnityEngine.Texture2D;
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namespace UnityEditor.U2D.Sprites
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{
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internal interface IHandles
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{
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Color color { get; set; }
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Matrix4x4 matrix { get; set; }
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Vector3[] MakeBezierPoints(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int division);
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void DrawAAPolyLine(ITexture2D lineTex, float width, params Vector3[] points);
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void DrawAAPolyLine(ITexture2D lineTex, params Vector3[] points);
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void DrawLine(Vector3 p1, Vector3 p2);
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void SetDiscSectionPoints(Vector3[] dest, Vector3 center, Vector3 normal, Vector3 from, float angle, float radius);
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}
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internal class HandlesSystem : IHandles
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{
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static IHandles m_System;
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static public void SetSystem(IHandles system)
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{
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m_System = system;
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}
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static public IHandles GetSystem()
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{
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if (m_System == null)
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m_System = new HandlesSystem();
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return m_System;
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}
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public Color color
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{
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get { return UnityHandles.color; }
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set { UnityHandles.color = value; }
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}
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public Matrix4x4 matrix
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{
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get { return UnityHandles.matrix; }
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set { UnityHandles.matrix = value; }
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}
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public Vector3[] MakeBezierPoints(Vector3 startPosition, Vector3 endPosition, Vector3 startTangent, Vector3 endTangent, int division)
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{
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return UnityHandles.MakeBezierPoints(startPosition, endPosition, startTangent, endTangent, division);
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}
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public void DrawAAPolyLine(ITexture2D lineTex, float width, params Vector3[] points)
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{
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UnityHandles.DrawAAPolyLine((UnityTexture2D)lineTex, width, points);
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}
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public void DrawAAPolyLine(ITexture2D lineTex, params Vector3[] points)
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{
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UnityHandles.DrawAAPolyLine((UnityTexture2D)lineTex, points);
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}
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public void DrawLine(Vector3 p1, Vector3 p2)
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{
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UnityHandles.DrawLine(p1, p2);
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}
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public void SetDiscSectionPoints(Vector3[] dest, Vector3 center, Vector3 normal, Vector3 from, float angle, float radius)
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{
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UnityHandles.SetDiscSectionPoints(dest, center, normal, from, angle, radius);
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}
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}
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}
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@@ -0,0 +1,158 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.U2D;
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using UnityObject = UnityEngine.Object;
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namespace UnityEditor.U2D.Sprites
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{
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/// <summary>An interface that allows Sprite Editor Window to edit Sprite data for user custom importer.</summary>
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/// <remarks>Implement this interface for [[ScriptedImporter]] to leverage on Sprite Editor Window to edit Sprite data.</remarks>
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public interface ISpriteEditorDataProvider
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{
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/// <summary>SpriteImportMode to indicate how Sprite data will be imported.</summary>
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SpriteImportMode spriteImportMode { get; }
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/// <summary>The number of pixels in the sprite that correspond to one unit in world space.</summary>
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float pixelsPerUnit { get; }
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/// <summary>The object that this data provider is acquiring its data from.</summary>
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UnityObject targetObject { get; }
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/// <summary>Returns an array of SpriteRect representing Sprite data the provider has.</summary>
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/// <returns>Array of SpriteRect.</returns>
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SpriteRect[] GetSpriteRects();
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/// <summary>Sets the data provider's current SpriteRect.</summary>
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/// <param name="spriteRects">Updated array of SpriteRect.</param>
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void SetSpriteRects(SpriteRect[] spriteRects);
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/// <summary>Applying any changed data.</summary>
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void Apply();
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/// <summary>Allows the data provider to initialize any data if needed.</summary>
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void InitSpriteEditorDataProvider();
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/// <summary>Gets other data providers that might be supported by ISpriteEditorDataProvider.targetObject.</summary>
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/// <typeparam name="T">The data provider type to acquire.</typeparam>
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/// <returns>Data provider type.</returns>
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T GetDataProvider<T>() where T : class;
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/// <summary>Queries if ISpriteEditorDataProvider.targetObject supports the data provider type.</summary>
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/// <param name="type">Data provider type.</param>
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/// <returns>True if supports, false otherwise.</returns>
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bool HasDataProvider(Type type);
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}
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/// <summary>
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/// Data Provider interface that deals with Sprite Bone data.
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/// </summary>
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public interface ISpriteBoneDataProvider
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{
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/// <summary>
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/// Returns the list of SpriteBone for the corresponding Sprite ID.
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/// </summary>
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/// <param name="guid">Sprite ID.</param>
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/// <returns>The list of SpriteBone associated with the Sprite</returns>
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List<SpriteBone> GetBones(GUID guid);
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/// <summary>Sets a new set of SpriteBone for the corresponding Sprite ID.</summary>
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/// <param name = "guid" > Sprite ID.</param>
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/// <param name = "bones" > List of SpriteBone to associate with the Sprite.</param>
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void SetBones(GUID guid, List<SpriteBone> bones);
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}
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/// <summary>Data provider that provides the outline data for SpriteRect.</summary>
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/// <remarks>The outline data is used to tessellate a Sprite's mesh.</remarks>
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public interface ISpriteOutlineDataProvider
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{
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/// <summary>Given a GUID, returns the outline data used for tessellating the SpriteRect.</summary>
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/// <param name="guid">GUID of the SpriteRect.</param>
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/// <returns>Outline data for theSpriteRect.</returns>
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List<Vector2[]> GetOutlines(GUID guid);
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/// <summary>Given a GUID, sets the outline data used for tessellating the SpriteRect.</summary>
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/// <param name="guid">GUID of the SpriteRect.</param>
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/// <param name="data">Outline data for theSpriteRect.</param>
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void SetOutlines(GUID guid, List<Vector2[]> data);
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/// <summary>Given a GUID, returns the tessellation detail.Tessellation value should be between 0 to 1.</summary>
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/// <param name = "guid" > GUID of the SpriteRect.</param>
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/// <returns>The tessellation value.</returns>
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float GetTessellationDetail(GUID guid);
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/// <summary>Given a GUID, sets the tessellation detail.Tessellation value should be between 0 to 1.</summary>
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/// <param name = "guid" > GUID of the SpriteRect.</param>
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/// <param name="value">The tessellation value.</param>
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void SetTessellationDetail(GUID guid, float value);
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}
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/// <summary>Data provider that provides the Physics outline data for SpriteRect.</summary>
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/// <remarks>Uses the outline data to generate the Sprite's Physics shape for Polygon Collider 2D.</remarks>
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public interface ISpritePhysicsOutlineDataProvider
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{
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/// <summary>Given a GUID, returns the Physics outline data used for the SpriteRect.</summary>
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/// <param name="guid">GUID of the SpriteRect.</param>
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/// <returns>Physics outline data for the SpriteRect.</returns>
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List<Vector2[]> GetOutlines(GUID guid);
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/// <summary>Given a GUID, sets the Physics outline data used for the SpriteRect.</summary>
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/// <param name="guid">GUID of the SpriteRect.</param>
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/// <param name="data">Physics outline data for the SpriteRect.</param>
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void SetOutlines(GUID guid, List<Vector2[]> data);
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/// <summary>Given a GUID, returns the tessellation detail.Tessellation value should be between 0 to 1.</summary>
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/// <param name = "guid" > GUID of the SpriteRect.</param>
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/// <returns>The tessellation value.</returns>
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float GetTessellationDetail(GUID guid);
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/// <summary>Given a GUID, sets the tessellation detail.Tessellation value should be between 0 to 1.</summary>
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/// <param name = "guid" > GUID of the SpriteRect.</param>
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/// <param name="value">The tessellation value.</param>
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void SetTessellationDetail(GUID guid, float value);
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}
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/// <summary>Data provider that provides texture data needed for Sprite Editor Window.</summary>
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public interface ITextureDataProvider
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{
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/// <summary>Texture2D representation of the data provider.</summary>
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Texture2D texture { get; }
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/// <summary>Texture2D that represents the preview for ITextureDataProvider.texture.</summary>
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Texture2D previewTexture { get; }
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/// <summary>The actual width and height of the texture data.</summary>
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/// <param name="width">Out value for width.</param>
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/// <param name="height">Out value for height.</param>
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void GetTextureActualWidthAndHeight(out int width , out int height);
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/// <summary>Readable version of ITextureProvider.texture.</summary>
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/// <returns>Texture2D that is readable.</returns>
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Texture2D GetReadableTexture2D();
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}
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/// <summary>Data provider that provides secoondary texture data needed for Sprite Editor Window.</summary>
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public interface ISecondaryTextureDataProvider
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{
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/// <summary>
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/// Get set method for an array of SecondarySpriteTexture in the Data Provider
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/// </summary>
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SecondarySpriteTexture[] textures { get; set; }
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}
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/// <summary>A structure that contains meta data about vertices in a Sprite.</summary>
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[Serializable]
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||||
public struct Vertex2DMetaData
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{
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/// <summary>The position of the vertex.</summary>
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||||
public Vector2 position;
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||||
/// <summary>The BoneWeight of the vertex.</summary>
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||||
public BoneWeight boneWeight;
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}
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||||
|
||||
/// <summary>Data Provider interface that deals with Sprite mesh data.</summary>
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||||
public interface ISpriteMeshDataProvider
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{
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/// <summary>Returns the list of vertex datas for the corresponding Sprite ID.</summary>
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||||
/// <param name = "guid" > Sprite ID.</param>
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||||
Vertex2DMetaData[] GetVertices(GUID guid);
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/// <summary>Sets a new list of vertices for the corresponding Sprite ID.</summary>
|
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/// <param name = "guid" > Sprite ID.</param>
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||||
void SetVertices(GUID guid, Vertex2DMetaData[] vertices);
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||||
/// <summary>Returns the list of mesh index for the corresponding Sprite ID.</summary>
|
||||
/// <param name = "guid" > Sprite ID.</param>
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||||
int[] GetIndices(GUID guid);
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||||
/// <summary>Sets a new list of indices for the corresponding Sprite ID.</summary>
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||||
/// <param name = "guid" > Sprite ID.</param>
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||||
void SetIndices(GUID guid, int[] indices);
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/// <summary>Returns the list of mesh edges for the corresponding Sprite ID.</summary>
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||||
/// <param name = "guid" > Sprite ID.</param>
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Vector2Int[] GetEdges(GUID guid);
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/// <summary>Sets a new list of edges for the corresponding Sprite ID.</summary>
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||||
/// <param name = "guid" > Sprite ID.</param>
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||||
void SetEdges(GUID guid, Vector2Int[] edges);
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||||
}
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||||
}
|
@@ -0,0 +1,141 @@
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using UnityEngine;
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using UnityTexture2D = UnityEngine.Texture2D;
|
||||
using System;
|
||||
|
||||
namespace UnityEditor.U2D.Sprites
|
||||
{
|
||||
internal abstract class ITexture2D
|
||||
{
|
||||
public abstract int width { get; }
|
||||
public abstract int height { get; }
|
||||
public abstract TextureFormat format { get; }
|
||||
public abstract Color32[] GetPixels32();
|
||||
public abstract FilterMode filterMode { get; set; }
|
||||
public abstract string name { get; }
|
||||
public abstract void SetPixels(Color[] c);
|
||||
public abstract void Apply();
|
||||
public abstract float mipMapBias { get; }
|
||||
|
||||
public static bool operator==(ITexture2D t1, ITexture2D t2)
|
||||
{
|
||||
if (object.ReferenceEquals(t1, null))
|
||||
{
|
||||
return object.ReferenceEquals(t2, null) || t2 == null;
|
||||
}
|
||||
|
||||
return t1.Equals(t2);
|
||||
}
|
||||
|
||||
public static bool operator!=(ITexture2D t1, ITexture2D t2)
|
||||
{
|
||||
if (object.ReferenceEquals(t1, null))
|
||||
{
|
||||
return !object.ReferenceEquals(t2, null) && t2 != null;
|
||||
}
|
||||
|
||||
return !t1.Equals(t2);
|
||||
}
|
||||
|
||||
public override bool Equals(object other)
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public static implicit operator UnityEngine.Object(ITexture2D t)
|
||||
{
|
||||
return object.ReferenceEquals(t, null) ? null : t.ToUnityObject();
|
||||
}
|
||||
|
||||
public static implicit operator UnityEngine.Texture2D(ITexture2D t)
|
||||
{
|
||||
return object.ReferenceEquals(t, null) ? null : t.ToUnityTexture();
|
||||
}
|
||||
|
||||
protected abstract UnityEngine.Object ToUnityObject();
|
||||
protected abstract UnityEngine.Texture2D ToUnityTexture();
|
||||
}
|
||||
|
||||
internal class Texture2DWrapper : ITexture2D
|
||||
{
|
||||
UnityTexture2D m_Texture;
|
||||
|
||||
public Texture2DWrapper(UnityTexture2D texture)
|
||||
{
|
||||
m_Texture = texture;
|
||||
}
|
||||
|
||||
public override int width
|
||||
{
|
||||
get { return m_Texture.width; }
|
||||
}
|
||||
|
||||
public override int height
|
||||
{
|
||||
get { return m_Texture.height; }
|
||||
}
|
||||
|
||||
public override TextureFormat format
|
||||
{
|
||||
get { return m_Texture.format; }
|
||||
}
|
||||
|
||||
public override Color32[] GetPixels32()
|
||||
{
|
||||
return m_Texture.GetPixels32();
|
||||
}
|
||||
|
||||
public override FilterMode filterMode
|
||||
{
|
||||
get { return m_Texture.filterMode; }
|
||||
set { m_Texture.filterMode = value; }
|
||||
}
|
||||
|
||||
public override float mipMapBias
|
||||
{
|
||||
get { return m_Texture.mipMapBias; }
|
||||
}
|
||||
|
||||
public override string name
|
||||
{
|
||||
get { return m_Texture.name; }
|
||||
}
|
||||
|
||||
public override bool Equals(object other)
|
||||
{
|
||||
Texture2DWrapper t = other as Texture2DWrapper;
|
||||
if (object.ReferenceEquals(t, null))
|
||||
return m_Texture == null;
|
||||
return m_Texture == t.m_Texture;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return m_Texture.GetHashCode();
|
||||
}
|
||||
|
||||
public override void SetPixels(Color[] c)
|
||||
{
|
||||
m_Texture.SetPixels(c);
|
||||
}
|
||||
|
||||
public override void Apply()
|
||||
{
|
||||
m_Texture.Apply();
|
||||
}
|
||||
|
||||
protected override UnityEngine.Object ToUnityObject()
|
||||
{
|
||||
return m_Texture;
|
||||
}
|
||||
|
||||
protected override UnityEngine.Texture2D ToUnityTexture()
|
||||
{
|
||||
return m_Texture;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,41 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace UnityEditor.U2D.Sprites
|
||||
{
|
||||
internal interface IUndoSystem
|
||||
{
|
||||
void RegisterUndoCallback(Undo.UndoRedoCallback undoCallback);
|
||||
void UnregisterUndoCallback(Undo.UndoRedoCallback undoCallback);
|
||||
void RegisterCompleteObjectUndo(ScriptableObject obj, string undoText);
|
||||
void ClearUndo(ScriptableObject obj);
|
||||
}
|
||||
|
||||
internal class UndoSystem : IUndoSystem
|
||||
{
|
||||
public void RegisterUndoCallback(Undo.UndoRedoCallback undoCallback)
|
||||
{
|
||||
Undo.undoRedoPerformed += undoCallback;
|
||||
}
|
||||
|
||||
public void UnregisterUndoCallback(Undo.UndoRedoCallback undoCallback)
|
||||
{
|
||||
Undo.undoRedoPerformed -= undoCallback;
|
||||
}
|
||||
|
||||
public void RegisterCompleteObjectUndo(ScriptableObject so, string undoText)
|
||||
{
|
||||
if (so != null)
|
||||
{
|
||||
Undo.RegisterCompleteObjectUndo(so, undoText);
|
||||
}
|
||||
}
|
||||
|
||||
public void ClearUndo(ScriptableObject so)
|
||||
{
|
||||
if (so != null)
|
||||
{
|
||||
Undo.ClearUndo(so);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user