Show skeleton when entering skeleton tab
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@@ -371,7 +371,10 @@ namespace FlaxEditor.Windows.Assets
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private void OnTreeSelectedChanged(List<TreeNode> before, List<TreeNode> after)
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private void OnTreeSelectedChanged(List<TreeNode> before, List<TreeNode> after)
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{
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{
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if (after.Count != 0)
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if (after.Count != 0)
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((SkeletonPropertiesProxy)Values[0]).Window._preview.ShowDebugDraw = true;
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{
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var proxy = (SkeletonPropertiesProxy)Values[0];
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proxy.Window._preview.ShowDebugDraw = true;
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}
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}
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}
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private void OnTreeNodeCopyName(ContextMenuButton b)
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private void OnTreeNodeCopyName(ContextMenuButton b)
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@@ -1045,6 +1048,7 @@ namespace FlaxEditor.Windows.Assets
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{
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{
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Proxy = new SkeletonPropertiesProxy();
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Proxy = new SkeletonPropertiesProxy();
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Presenter.Select(Proxy);
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Presenter.Select(Proxy);
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// Draw highlight on selected node
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window._preview.CustomDebugDraw += OnDebugDraw;
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window._preview.CustomDebugDraw += OnDebugDraw;
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}
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}
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@@ -1146,6 +1150,15 @@ namespace FlaxEditor.Windows.Assets
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_tabs.AddTab(new RetargetTab(this));
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_tabs.AddTab(new RetargetTab(this));
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_tabs.AddTab(new ImportTab(this));
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_tabs.AddTab(new ImportTab(this));
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// Automatically show nodes when switching to skeleton page
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_tabs.SelectedTabChanged += (tabs) =>
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{
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if (tabs.SelectedTab is SkeletonTab)
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{
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_preview.ShowNodes = true;
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}
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};
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// Highlight actor (used to highlight selected material slot, see UpdateEffectsOnAsset)
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// Highlight actor (used to highlight selected material slot, see UpdateEffectsOnAsset)
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_highlightActor = new AnimatedModel
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_highlightActor = new AnimatedModel
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{
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{
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@@ -188,6 +188,7 @@ void AnimatedModel::SetNodeTransformation(int32 nodeIndex, const Matrix& nodeTra
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}
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}
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OnAnimationUpdated();
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OnAnimationUpdated();
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}
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}
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void AnimatedModel::SetNodeTransformation(const StringView& nodeName, const Matrix& nodeTransformation, bool worldSpace)
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void AnimatedModel::SetNodeTransformation(const StringView& nodeName, const Matrix& nodeTransformation, bool worldSpace)
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{
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{
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SetNodeTransformation(SkinnedModel ? SkinnedModel->FindNode(nodeName) : -1, nodeTransformation, worldSpace);
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SetNodeTransformation(SkinnedModel ? SkinnedModel->FindNode(nodeName) : -1, nodeTransformation, worldSpace);
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