A game about forced loneliness, made by TACStudios
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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}