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AnimationData_Editor.cs
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using UnityEditor;
using Animator2D;
using UnityEngine;
[CustomEditor(typeof(AnimationData))]
public class AnimationData_Editor: Editor
{
string subFrameSetAll = "0";
AnimationData animationData;
private void OnEnable()
{
animationData = target as AnimationData;
}
public override void OnInspectorGUI()
{
subFrameSetAll = GUILayout.TextField(subFrameSetAll);
if(GUILayout.Button("Set All Sub-Frame Lengths"))
{
if(int.TryParse(subFrameSetAll,out int i))
{
foreach (var frame in animationData.AnimationFrames)
{
frame.HoldForTicks = i;
}
}
}
GUILayout.Space(10);
base.OnInspectorGUI();
GUILayout.Space(10);
GUILayout.Label("Sprite Previews:");
foreach (var frame in animationData.AnimationFrames)
{
GUILayout.BeginHorizontal();
if (frame.SpriteShown == null)
continue;
frame.SpriteShown = EditorGUILayout.ObjectField(frame.SpriteShown, typeof(Sprite), true, GUILayout.Height(64), GUILayout.Width(64)) as Sprite;
GUILayout.Label("Sub-Frames Held For:");
frame.HoldForTicks = EditorGUILayout.IntField(frame.HoldForTicks);
GUILayout.EndHorizontal();
}
}
}