A game about forced loneliness, made by TACStudios
1using System;
2using UnityEngine;
3
4namespace UnityEditor.U2D.Animation
5{
6 internal class DefaultPreviewBehaviour : IMeshPreviewBehaviour
7 {
8 public float GetWeightMapOpacity(SpriteCache sprite)
9 {
10 return 0f;
11 }
12
13 public bool DrawWireframe(SpriteCache sprite)
14 {
15 return false;
16 }
17
18 public bool Overlay(SpriteCache sprite)
19 {
20 return false;
21 }
22
23 public bool OverlayWireframe(SpriteCache sprite)
24 {
25 return sprite.IsVisible() && sprite.skinningCache.selectedSprite == sprite;
26 }
27 }
28
29 internal class MeshPreviewBehaviour : IMeshPreviewBehaviour
30 {
31 public bool showWeightMap { get; set; }
32 public bool drawWireframe { get; set; }
33 public bool overlaySelected { get; set; }
34
35 public float GetWeightMapOpacity(SpriteCache sprite)
36 {
37 var skinningCache = sprite.skinningCache;
38
39 if (showWeightMap)
40 {
41 if (skinningCache.selectedSprite == sprite || skinningCache.selectedSprite == null)
42 return VisibilityToolSettings.meshOpacity;
43 }
44
45 return 0f;
46 }
47
48 public bool DrawWireframe(SpriteCache sprite)
49 {
50 var skinningCache = sprite.skinningCache;
51
52 if (drawWireframe)
53 return skinningCache.selectedSprite == null;
54
55 return false;
56 }
57
58 public bool Overlay(SpriteCache sprite)
59 {
60 var skinningCache = sprite.skinningCache;
61
62 if (overlaySelected && skinningCache.selectedSprite == sprite)
63 return true;
64
65 return false;
66 }
67
68 public bool OverlayWireframe(SpriteCache sprite)
69 {
70 return sprite.IsVisible() && sprite.skinningCache.selectedSprite == sprite;
71 }
72 }
73}