/****************************************************************************** * Spine Runtimes License Agreement * Last updated September 24, 2021. Replaces all prior versions. * * Copyright (c) 2013-2022, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #if UNITY_EDITOR using System.ComponentModel; #endif using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; namespace Spine.Unity.Playables { [TrackColor(0.855f, 0.8623f, 0.87f)] [TrackClipType(typeof(SpineSkeletonFlipClip))] [TrackBindingType(typeof(SpinePlayableHandleBase))] #if UNITY_EDITOR [DisplayName("Spine/Skeleton Flip Track")] #endif public class SpineSkeletonFlipTrack : TrackAsset { public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) { return ScriptPlayable.Create(graph, inputCount); } public override void GatherProperties (PlayableDirector director, IPropertyCollector driver) { #if UNITY_EDITOR SpinePlayableHandleBase trackBinding = director.GetGenericBinding(this) as SpinePlayableHandleBase; if (trackBinding == null) return; var serializedObject = new UnityEditor.SerializedObject(trackBinding); var iterator = serializedObject.GetIterator(); while (iterator.NextVisible(true)) { if (iterator.hasVisibleChildren) continue; driver.AddFromName(trackBinding.gameObject, iterator.propertyPath); } #endif base.GatherProperties(director, driver); } } }