SkeletonDataAsset.Reset C# (CSharp) Method

Reset() public method

public Reset ( ) : void
return void
	public void Reset() {
		skeletonData = null;
		stateData = null;
	}

Usage Example

Example #1
0
    override public void OnInspectorGUI()
    {
        serializedObject.Update();
        SkeletonDataAsset asset = (SkeletonDataAsset)target;

        EditorGUI.BeginChangeCheck();
        EditorGUILayout.PropertyField(atlasAsset);
        EditorGUILayout.PropertyField(skeletonJSON);
        EditorGUILayout.PropertyField(scale);
        if (EditorGUI.EndChangeCheck())
        {
            if (m_previewUtility != null)
            {
                m_previewUtility.Cleanup();
                m_previewUtility = null;
            }
        }

        SkeletonData skeletonData = asset.GetSkeletonData(asset.atlasAsset == null || asset.skeletonJSON == null);

        if (skeletonData != null)
        {
            showAnimationStateData = EditorGUILayout.Foldout(showAnimationStateData, "Animation State Data");
            if (showAnimationStateData)
            {
                EditorGUILayout.PropertyField(defaultMix);

                // Animation names
                String[] animations = new String[skeletonData.Animations.Count];
                for (int i = 0; i < animations.Length; i++)
                {
                    animations[i] = skeletonData.Animations[i].Name;
                }

                for (int i = 0; i < fromAnimation.arraySize; i++)
                {
                    SerializedProperty from         = fromAnimation.GetArrayElementAtIndex(i);
                    SerializedProperty to           = toAnimation.GetArrayElementAtIndex(i);
                    SerializedProperty durationProp = duration.GetArrayElementAtIndex(i);
                    EditorGUILayout.BeginHorizontal();
                    from.stringValue        = animations[EditorGUILayout.Popup(Math.Max(Array.IndexOf(animations, from.stringValue), 0), animations)];
                    to.stringValue          = animations[EditorGUILayout.Popup(Math.Max(Array.IndexOf(animations, to.stringValue), 0), animations)];
                    durationProp.floatValue = EditorGUILayout.FloatField(durationProp.floatValue);
                    if (GUILayout.Button("Delete"))
                    {
                        duration.DeleteArrayElementAtIndex(i);
                        toAnimation.DeleteArrayElementAtIndex(i);
                        fromAnimation.DeleteArrayElementAtIndex(i);
                    }
                    EditorGUILayout.EndHorizontal();
                }
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.Space();
                if (GUILayout.Button("Add Mix"))
                {
                    duration.arraySize++;
                    toAnimation.arraySize++;
                    fromAnimation.arraySize++;
                }
                EditorGUILayout.Space();
                EditorGUILayout.EndHorizontal();
            }

            if (GUILayout.Button(new GUIContent("Setup Pose", SpineEditorUtilities.Icons.skeleton), GUILayout.Width(105), GUILayout.Height(18)))
            {
                StopAnimation();
                m_skeletonAnimation.skeleton.SetToSetupPose();
                m_requireRefresh = true;
            }

                        #if UNITY_4_3
            m_showAnimationList = EditorGUILayout.Foldout(m_showAnimationList, new GUIContent("Animations", SpineEditorUtilities.Icons.animationRoot));
            if (m_showAnimationList)
            {
                                #else
            m_showAnimationList.target = EditorGUILayout.Foldout(m_showAnimationList.target, new GUIContent("Animations", SpineEditorUtilities.Icons.animationRoot));
            if (EditorGUILayout.BeginFadeGroup(m_showAnimationList.faded))
            {
                                        #endif



                EditorGUILayout.LabelField("Name", "Duration");
                foreach (Spine.Animation a in skeletonData.Animations)
                {
                    GUILayout.BeginHorizontal();

                    if (m_skeletonAnimation != null && m_skeletonAnimation.state != null)
                    {
                        if (m_skeletonAnimation.state.GetCurrent(0) != null && m_skeletonAnimation.state.GetCurrent(0).Animation == a)
                        {
                            GUI.contentColor = Color.black;
                            if (GUILayout.Button("\u25BA", GUILayout.Width(24)))
                            {
                                StopAnimation();
                            }
                            GUI.contentColor = Color.white;
                        }
                        else
                        {
                            if (GUILayout.Button("\u25BA", GUILayout.Width(24)))
                            {
                                PlayAnimation(a.Name, true);
                            }
                        }
                    }
                    else
                    {
                        GUILayout.Label("?", GUILayout.Width(24));
                    }
                    EditorGUILayout.LabelField(new GUIContent(a.Name, SpineEditorUtilities.Icons.animation), new GUIContent(a.Duration.ToString("f3") + "s" + ("(" + (Mathf.RoundToInt(a.Duration * 30)) + ")").PadLeft(12, ' ')));
                    GUILayout.EndHorizontal();
                }
            }
                                #if !UNITY_4_3
            EditorGUILayout.EndFadeGroup();
                                #endif
        }

        if (!Application.isPlaying)
        {
            if (serializedObject.ApplyModifiedProperties() ||
                (UnityEngine.Event.current.type == EventType.ValidateCommand && UnityEngine.Event.current.commandName == "UndoRedoPerformed")
                )
            {
                asset.Reset();
            }
        }
    }
All Usage Examples Of SkeletonDataAsset::Reset