public override void OnInspectorGUI()
        {
            if (_IsPrefab())
            {
                return;
            }

            serializedObject.Update();

            if (_armatureIndex == -1)
            {
                _UpdateParameters();
            }

            // DragonBones Data
            EditorGUILayout.BeginHorizontal();

            _armatureComponent.unityData = EditorGUILayout.ObjectField("DragonBones Data", _armatureComponent.unityData, typeof(UnityDragonBonesData), false) as UnityDragonBonesData;

            var created = false;

            if (FindObjectsOfType <UnityArmatureComponent>().Length <= 1)
            {
                if (_armatureComponent.unityData != null)
                {
                    if (_armatureComponent.armature == null)
                    {
                        if (GUILayout.Button("Create"))
                        {
                            created = true;
                        }
                    }

                    /*else
                     * {
                     *  if (GUILayout.Button("Reload"))
                     *  {
                     *      if (EditorUtility.DisplayDialog("DragonBones Alert", "Are you sure you want to reload data", "Yes", "No"))
                     *      {
                     *          created = true;
                     *      }
                     *  }
                     * }*/
                }
                else
                {
                    //create UnityDragonBonesData by a json data
                    if (GUILayout.Button("JSON"))
                    {
                        PickJsonDataWindow.OpenWindow(_armatureComponent);
                    }
                }
            }
            else
            {
                if (GUILayout.Button("Info"))
                {
                    EditorUtility.DisplayDialog("DragonBones Alert",
                                                "У вас на сцене 2 или больше Game Object-ов с UnityArmatureComponent, " +
                                                "если вы хотите инициализировать новую модель, то нужно, чтобы на сцене был только " +
                                                "один Game Object c UnityArmatureComponent! ",
                                                "Понял!");
                }
            }


            if (created)
            {
                //clear cache
                UnityFactory.factory.Clear(true);
                ClearUp();
                _armatureComponent.animationName = null;

                if (UnityEditor.ChangeDragonBonesData(_armatureComponent, _armatureComponent.unityData.dragonBonesJSON))
                {
                    _armatureComponent.CollectBones();
                    _UpdateParameters();
                }
            }

            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();

            if (_armatureComponent.armature != null)
            {
                var dragonBonesData = _armatureComponent.armature.armatureData.parent;

                // Armature
                if (UnityFactory.factory.GetAllDragonBonesData().ContainsValue(dragonBonesData) && _armatureNames != null)
                {
                    var armatureIndex = EditorGUILayout.Popup("Armature", _armatureIndex, _armatureNames.ToArray());
                    if (_armatureIndex != armatureIndex)
                    {
                        _armatureIndex = armatureIndex;

                        var armatureName = _armatureNames[_armatureIndex];
                        UnityEditor.ChangeArmatureData(_armatureComponent, armatureName, dragonBonesData.name);
                        _UpdateParameters();
                        if (_armatureComponent.bonesRoot != null && _armatureComponent.unityBones != null)
                        {
                            _armatureComponent.ShowBones();
                        }

                        _armatureComponent.gameObject.name = armatureName;

                        MarkSceneDirty();
                    }
                }

                // Animation
                if (_animationNames != null && _animationNames.Count > 0)
                {
                    EditorGUILayout.BeginHorizontal();
                    List <string> anims = new List <string>(_animationNames);
                    anims.Insert(0, "<None>");
                    var animationIndex = EditorGUILayout.Popup("Animation", _animationIndex + 1, anims.ToArray()) - 1;
                    if (animationIndex != _animationIndex)
                    {
                        _animationIndex = animationIndex;
                        if (animationIndex >= 0)
                        {
                            _armatureComponent.animationName = _animationNames[animationIndex];
                            var animationData = _armatureComponent.animation.animations[_armatureComponent.animationName];
                            _armatureComponent.animation.Play(_armatureComponent.animationName, _playTimesPro.intValue);
                            _UpdateParameters();
                        }
                        else
                        {
                            _armatureComponent.animationName = null;
                            _playTimesPro.intValue           = 0;
                            _armatureComponent.animation.Stop();
                        }

                        MarkSceneDirty();
                    }

                    if (_animationIndex >= 0)
                    {
                        if (_armatureComponent.animation.isPlaying)
                        {
                            if (GUILayout.Button("Stop"))
                            {
                                _armatureComponent.animation.Stop();
                            }
                        }
                        else
                        {
                            if (GUILayout.Button("Play"))
                            {
                                _armatureComponent.animation.Play(null, _playTimesPro.intValue);
                            }
                        }
                    }
                    EditorGUILayout.EndHorizontal();

                    //playTimes
                    EditorGUILayout.BeginHorizontal();
                    var playTimes = _playTimesPro.intValue;
                    EditorGUILayout.PropertyField(_playTimesPro, false);
                    if (playTimes != _playTimesPro.intValue)
                    {
                        if (!string.IsNullOrEmpty(_armatureComponent.animationName))
                        {
                            _armatureComponent.animation.Reset();
                            _armatureComponent.animation.Play(_armatureComponent.animationName, _playTimesPro.intValue);
                        }
                    }
                    EditorGUILayout.EndHorizontal();

                    // TimeScale
                    var timeScale = _timeScalePro.floatValue;
                    EditorGUILayout.PropertyField(_timeScalePro, false);
                    if (timeScale != _timeScalePro.floatValue)
                    {
                        _armatureComponent.animation.timeScale = _timeScalePro.floatValue;
                    }
                }

                //
                EditorGUILayout.Space();

                if (!_armatureComponent.isUGUI)
                {
                    //Sorting Mode
                    _sortingModeIndex = EditorGUILayout.Popup("Sorting Mode", (int)_armatureComponent.sortingMode, _sortingMode.ToArray());
                    if (_sortingModeIndex != (int)_armatureComponent.sortingMode)
                    {
                        Undo.RecordObject(_armatureComponent, "Sorting Mode");
                        _armatureComponent.sortingMode = (SortingMode)_sortingModeIndex;
                        // 里面return了,没有赋值成功
                        if (_armatureComponent.sortingMode != (SortingMode)_sortingModeIndex)
                        {
                            _sortingModeIndex = (int)_armatureComponent.sortingMode;
                        }

                        MarkSceneDirty();
                    }

                    // Sorting Layer
                    _sortingLayerIndex = EditorGUILayout.Popup("Sorting Layer", _sortingLayerIndex, _sortingLayerNames.ToArray());
                    if (_sortingLayerNames[_sortingLayerIndex] != _armatureComponent.sortingLayerName)
                    {
                        Undo.RecordObject(_armatureComponent, "Sorting Layer");
                        _armatureComponent.sortingLayerName = _sortingLayerNames[_sortingLayerIndex];

                        MarkSceneDirty();
                    }

                    // Sorting Order
                    var sortingOrder = EditorGUILayout.IntField("Order in Layer", _armatureComponent.sortingOrder);
                    if (sortingOrder != _armatureComponent.sortingOrder)
                    {
                        Undo.RecordObject(_armatureComponent, "Edit Sorting Order");
                        _armatureComponent.sortingOrder = sortingOrder;

                        MarkSceneDirty();
                    }

                    // ZSpace
                    EditorGUILayout.BeginHorizontal();
                    _armatureComponent.zSpace = EditorGUILayout.Slider("Z Space", _armatureComponent.zSpace, 0.0f, 0.5f);
                    EditorGUILayout.EndHorizontal();
                }

                EditorGUILayout.Space();

                // Flip
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.PrefixLabel("Flip");
                var flipX = _flipXPro.boolValue;
                var flipY = _flipYPro.boolValue;
                _flipXPro.boolValue = GUILayout.Toggle(_flipXPro.boolValue, "X", GUILayout.Width(30));
                _flipYPro.boolValue = GUILayout.Toggle(_flipYPro.boolValue, "Y", GUILayout.Width(30));
                if (flipX != _flipXPro.boolValue || flipY != _flipYPro.boolValue)
                {
                    _armatureComponent.armature.flipX = _flipXPro.boolValue;
                    _armatureComponent.armature.flipY = _flipYPro.boolValue;

                    MarkSceneDirty();
                }

                EditorGUILayout.EndHorizontal();

                EditorGUILayout.Space();

                //normals
                EditorGUILayout.BeginHorizontal();
                _armatureComponent.addNormal = EditorGUILayout.Toggle("Normals", _armatureComponent.addNormal);
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.Space();
            }

            if (_armatureComponent.armature != null && _armatureComponent.armature.parent == null)
            {
                if (_armatureComponent.unityBones != null && _armatureComponent.bonesRoot != null)
                {
                    _armatureComponent.boneHierarchy = EditorGUILayout.Toggle("Bone Hierarchy", _armatureComponent.boneHierarchy);
                }

                EditorGUILayout.BeginHorizontal();
                if (!Application.isPlaying)
                {
                    if (_armatureComponent.unityBones != null && _armatureComponent.bonesRoot != null)
                    {
                        if (GUILayout.Button("Remove Bones", GUILayout.Height(20)))
                        {
                            if (EditorUtility.DisplayDialog("DragonBones Alert", "Are you sure you want to remove bones", "Yes", "No"))
                            {
                                _armatureComponent.RemoveBones();
                            }
                        }
                    }
                    else
                    {
                        if (GUILayout.Button("Show Bones", GUILayout.Height(20)))
                        {
                            _armatureComponent.ShowBones();
                        }
                    }
                }
                if (!Application.isPlaying && !_armatureComponent.isUGUI)
                {
                    UnityCombineMesh ucm = _armatureComponent.gameObject.GetComponent <UnityCombineMesh>();
                    if (!ucm)
                    {
                        if (GUILayout.Button("Add Mesh Combine", GUILayout.Height(20)))
                        {
                            ucm = _armatureComponent.gameObject.AddComponent <UnityCombineMesh>();
                        }
                    }
                }
                EditorGUILayout.EndHorizontal();
            }

            serializedObject.ApplyModifiedProperties();

            if (!EditorApplication.isPlayingOrWillChangePlaymode && Selection.activeObject == _armatureComponent.gameObject)
            {
                EditorUtility.SetDirty(_armatureComponent);
                HandleUtility.Repaint();
            }
        }
        public override void OnInspectorGUI()
        {
            if (_IsPrefab())
            {
                return;
            }

            serializedObject.Update();

            if (_armatureIndex == -1)
            {
                _UpdateParameters();
            }

            // DragonBones Data
            EditorGUILayout.BeginHorizontal();

            _armatureComponent.unityData = EditorGUILayout.ObjectField("DragonBones Data", _armatureComponent.unityData, typeof(UnityDragonBonesData), false) as UnityDragonBonesData;

            var created = false;

            if (_armatureComponent.unityData != null)
            {
                if (_armatureComponent.armature == null)
                {
                    if (GUILayout.Button("Create"))
                    {
                        created = true;
                    }
                }
                else
                {
                    if (GUILayout.Button("Reload"))
                    {
                        if (EditorUtility.DisplayDialog("DragonBones Alert", "Are you sure you want to reload data", "Yes", "No"))
                        {
                            created = true;
                        }
                    }
                }
            }
            else
            {
                //create UnityDragonBonesData by a json data
                if (GUILayout.Button("JSON"))
                {
                    PickJsonDataWindow.OpenWindow(_armatureComponent);
                }
            }

            if (created)
            {
                //clear cache
                UnityFactory.factory.Clear(true);
                ClearUp();
                _armatureComponent.animationName = null;

                if (UnityEditor.ChangeDragonBonesData(_armatureComponent, _armatureComponent.unityData.dragonBonesJSON))
                {
                    _UpdateParameters();
                }
            }

            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();

            if (_armatureComponent.armature != null)
            {
                var dragonBonesData = _armatureComponent.armature.armatureData.parent;

                // Armature
                if (UnityFactory.factory.GetAllDragonBonesData().ContainsValue(dragonBonesData) && _armatureNames != null)
                {
                    var armatureIndex = EditorGUILayout.Popup("Armature", _armatureIndex, _armatureNames.ToArray());
                    if (_armatureIndex != armatureIndex)
                    {
                        _armatureIndex = armatureIndex;

                        var armatureName = _armatureNames[_armatureIndex];
                        UnityEditor.ChangeArmatureData(_armatureComponent, armatureName, dragonBonesData.name);
                        UpdateBaseAnimation();
                        UpdateAnimation();

                        _UpdateParameters();

                        _armatureComponent.gameObject.name = armatureName;

                        MarkSceneDirty();
                    }
                }

                // Armature Base Animation
                if (UnityFactory.factory.GetAllDragonBonesData().ContainsValue(dragonBonesData) && _armatureNames != null && _armatureBaseNames != null)
                {
                    var armatureIndex = EditorGUILayout.Popup("Base animation", _armatureBaseIndex, _armatureBaseNames.ToArray());
                    if (_armatureBaseIndex != armatureIndex && _armatureIndex != -1)
                    {
                        _armatureBaseIndex = armatureIndex;

                        if (_armatureBaseIndex == 0)
                        {
                            var armatureName = _armatureNames[_armatureIndex];
                            UnityEditor.ChangeArmatureData(_armatureComponent, armatureName, dragonBonesData.name);
                            _armatureComponent.gameObject.name = armatureName;
                            UnityEditor.ReplaceAnimation(_armatureComponent, null);
                        }
                        else
                        {
                            UpdateBaseAnimation();
                        }
                        UpdateAnimation();

                        _UpdateParameters();

                        MarkSceneDirty();
                    }
                }

                // Animation
                if (_animationNames != null && _animationNames.Count > 0)
                {
                    EditorGUILayout.BeginHorizontal();
                    List <string> anims = new List <string>(_animationNames);
                    anims.Insert(0, "<None>");
                    var animationIndex = EditorGUILayout.Popup("Animation", _animationIndex + 1, anims.ToArray()) - 1;
                    if (animationIndex != _animationIndex)
                    {
                        _animationIndex = animationIndex;
                        UpdateAnimation();

                        MarkSceneDirty();
                    }

                    if (_animationIndex >= 0)
                    {
                        if (_armatureComponent.animation.isPlaying)
                        {
                            if (GUILayout.Button("Stop"))
                            {
                                _armatureComponent.animation.Stop();
                            }
                        }
                        else
                        {
                            if (GUILayout.Button("Play"))
                            {
                                _armatureComponent.animation.Play(null, _playTimesPro.intValue);
                            }
                        }
                    }
                    EditorGUILayout.EndHorizontal();

                    //playTimes
                    EditorGUILayout.BeginHorizontal();
                    var playTimes = _playTimesPro.intValue;
                    EditorGUILayout.PropertyField(_playTimesPro, false);
                    if (playTimes != _playTimesPro.intValue)
                    {
                        if (!string.IsNullOrEmpty(_armatureComponent.animationName))
                        {
                            _armatureComponent.animation.Reset();
                            _armatureComponent.animation.Play(_armatureComponent.animationName, _playTimesPro.intValue);
                        }
                    }
                    EditorGUILayout.EndHorizontal();

                    // TimeScale
                    var timeScale = _timeScalePro.floatValue;
                    EditorGUILayout.PropertyField(_timeScalePro, false);
                    if (timeScale != _timeScalePro.floatValue)
                    {
                        _armatureComponent.animation.timeScale = _timeScalePro.floatValue;
                    }
                }

                //
                EditorGUILayout.Space();

                if (!_armatureComponent.isUGUI)
                {
                    //Sorting Mode
                    _sortingModeIndex = EditorGUILayout.Popup("Sorting Mode", (int)_armatureComponent.sortingMode, _sortingMode);
                    if (_sortingModeIndex != (int)_armatureComponent.sortingMode)
                    {
                        Undo.RecordObject(_armatureComponent, "Sorting Mode");
                        _armatureComponent.sortingMode = (SortingMode)_sortingModeIndex;
                        // 里面return了,没有赋值成功
                        if (_armatureComponent.sortingMode != (SortingMode)_sortingModeIndex)
                        {
                            _sortingModeIndex = (int)_armatureComponent.sortingMode;
                        }

                        MarkSceneDirty();
                    }

                    // Sorting Layer
                    _sortingLayerIndex = EditorGUILayout.Popup("Sorting Layer", _sortingLayerIndex, _sortingLayerNames.ToArray());
                    if (_sortingLayerNames[_sortingLayerIndex] != _armatureComponent.sortingLayerName)
                    {
                        Undo.RecordObject(_armatureComponent, "Sorting Layer");
                        _armatureComponent.sortingLayerName = _sortingLayerNames[_sortingLayerIndex];

                        MarkSceneDirty();
                    }

                    // Sorting Order
                    var sortingOrder = EditorGUILayout.IntField("Order in Layer", _armatureComponent.sortingOrder);
                    if (sortingOrder != _armatureComponent.sortingOrder)
                    {
                        Undo.RecordObject(_armatureComponent, "Edit Sorting Order");
                        _armatureComponent.sortingOrder = sortingOrder;

                        MarkSceneDirty();
                    }

                    // ZSpace
                    EditorGUILayout.BeginHorizontal();
                    _armatureComponent.zSpace = EditorGUILayout.Slider("Z Space", _armatureComponent.zSpace, 0.0f, 0.5f);
                    EditorGUILayout.EndHorizontal();
                }

                EditorGUILayout.Space();

                // Flip
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.PrefixLabel("Flip");
                var flipX = _flipXPro.boolValue;
                var flipY = _flipYPro.boolValue;
                _flipXPro.boolValue = GUILayout.Toggle(_flipXPro.boolValue, "X", GUILayout.Width(30));
                _flipYPro.boolValue = GUILayout.Toggle(_flipYPro.boolValue, "Y", GUILayout.Width(30));
                if (flipX != _flipXPro.boolValue || flipY != _flipYPro.boolValue)
                {
                    _armatureComponent.armature.flipX = _flipXPro.boolValue;
                    _armatureComponent.armature.flipY = _flipYPro.boolValue;

                    MarkSceneDirty();
                }

                EditorGUILayout.EndHorizontal();

                EditorGUILayout.Space();
            }

            if (_armatureComponent.armature != null && _armatureComponent.armature.parent == null)
            {
                if (!Application.isPlaying && !this._armatureComponent.isUGUI)
                {
                    //
                    var oldValue = this._closeCombineMeshsPro.boolValue;
                    if (!this._closeCombineMeshsPro.boolValue)
                    {
                        this._closeCombineMeshsPro.boolValue = EditorGUILayout.Toggle("CloseCombineMeshs", this._closeCombineMeshsPro.boolValue);

                        if (GUILayout.Button("Show Slots"))
                        {
                            ShowSlotsWindow.OpenWindow(this._armatureComponent);
                        }
                    }

                    if (oldValue != this._closeCombineMeshsPro.boolValue)
                    {
                        if (this._closeCombineMeshsPro.boolValue)
                        {
                            this._armatureComponent.CloseCombineMeshs();
                        }
                    }
                }
            }

            serializedObject.ApplyModifiedProperties();

            if (!EditorApplication.isPlayingOrWillChangePlaymode && Selection.activeObject == _armatureComponent.gameObject)
            {
                EditorUtility.SetDirty(_armatureComponent);
                HandleUtility.Repaint();
            }
        }
        public override void OnInspectorGUI()
        {
            if (_IsPrefab())
            {
                return;
            }

            if (_armatureIndex == -1)
            {
                _UpdateParameters();
            }
            // DragonBones Data
            EditorGUILayout.BeginHorizontal();

            _armatureComponent.unityData = EditorGUILayout.ObjectField("DragonBones Data", _armatureComponent.unityData, typeof(UnityDragonBonesData), false) as UnityDragonBonesData;

            var created = false;

            if (_armatureComponent.unityData != null)
            {
                if (_armatureComponent.armature == null)
                {
                    if (GUILayout.Button("Create"))
                    {
                        created = true;
                    }
                }
                else
                {
                    if (GUILayout.Button("Reload"))
                    {
                        if (EditorUtility.DisplayDialog("DragonBones Alert", "Are you sure you want to reload data", "Yes", "No"))
                        {
                            created = true;
                        }
                    }
                }
            }
            else
            {
                //UnityDragonBonesData没有设置时,可以选择一个骨骼JSON文件,以此创建
                if (GUILayout.Button("JSON"))
                {
                    PickJsonDataWindow.OpenWindow(_armatureComponent);
                }
            }

            if (created)
            {
                //clear cache
                UnityFactory.factory.Clear(true);
                _armatureNames  = null;
                _animationNames = null;
                _armatureIndex  = -1;
                _animationIndex = -1;
                _armatureComponent.animationName = null;

                if (UnityEditor.ChangeDragonBonesData(_armatureComponent, _armatureComponent.unityData.dragonBonesJSON))
                {
                    _armatureComponent.CollectBones();
                    _UpdateParameters();
                }
            }

            EditorGUILayout.EndHorizontal();
            EditorGUILayout.Space();

            if (_armatureComponent.armature != null)
            {
                var dragonBonesData = _armatureComponent.armature.armatureData.parent;

                // Armature
                if (UnityFactory.factory.GetAllDragonBonesData().ContainsValue(dragonBonesData) && _armatureNames != null)
                {
                    var armatureIndex = EditorGUILayout.Popup("Armature", _armatureIndex, _armatureNames.ToArray());
                    if (_armatureIndex != armatureIndex)
                    {
                        _armatureIndex = armatureIndex;

                        var armatureName = _armatureNames[_armatureIndex];
                        UnityEditor.ChangeArmatureData(_armatureComponent, armatureName, dragonBonesData.name);
                        _UpdateParameters();
                        if (_armatureComponent.bonesRoot != null && _armatureComponent.unityBones != null)
                        {
                            _armatureComponent.ShowBones();
                        }

                        _armatureComponent.gameObject.name = armatureName;
                        _armatureComponent.zorderIsDirty   = true;

                        EditorUtility.SetDirty(_armatureComponent);
                        if (!Application.isPlaying && !_IsPrefab())
                        {
                            EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                        }
                    }
                }

                // Animation
                if (_animationNames != null && _animationNames.Count > 0)
                {
                    EditorGUILayout.BeginHorizontal();
                    List <string> anims = new List <string>(_animationNames);
                    anims.Insert(0, "<None>");
                    var animationIndex = EditorGUILayout.Popup("Animation", _animationIndex + 1, anims.ToArray()) - 1;
                    if (animationIndex != _animationIndex)
                    {
                        _animationIndex = animationIndex;
                        if (animationIndex >= 0)
                        {
                            _armatureComponent.animationName = _animationNames[animationIndex];
                            var animationData = _armatureComponent.animation.animations[_armatureComponent.animationName];
                            _armatureComponent.playTimes = (int)animationData.playTimes;
                            _armatureComponent.animation.Play(_armatureComponent.animationName, _armatureComponent.playTimes);
                            _UpdateParameters();
                        }
                        else
                        {
                            _armatureComponent.animationName = null;
                            _armatureComponent.playTimes     = 0;
                            _armatureComponent.animation.Stop();
                        }

                        EditorUtility.SetDirty(_armatureComponent);

                        if (!Application.isPlaying && !_IsPrefab())
                        {
                            EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                        }
                    }

                    if (_animationIndex >= 0)
                    {
                        if (_armatureComponent.animation.isPlaying)
                        {
                            if (GUILayout.Button("Stop"))
                            {
                                _armatureComponent.animation.Stop();
                            }
                        }
                        else
                        {
                            if (GUILayout.Button("Play"))
                            {
                                _armatureComponent.animation.Play(null, _armatureComponent.playTimes);
                            }
                        }
                    }
                    EditorGUILayout.EndHorizontal();

                    //
                    EditorGUILayout.Space();
                    //playTimes
                    EditorGUILayout.BeginHorizontal();
                    serializedObject.Update();
                    EditorGUILayout.PropertyField(serializedObject.FindProperty("_playTimes"), false);
                    serializedObject.ApplyModifiedProperties();
                    var times = serializedObject.FindProperty("_playTimes").intValue;
                    if (_playTimes != times)
                    {
                        if (!string.IsNullOrEmpty(_armatureComponent.animationName))
                        {
                            _playTimes = times;
                            _armatureComponent.animation.Reset();
                            _armatureComponent.animation.Play(_armatureComponent.animationName, _armatureComponent.playTimes);
                        }
                    }
                    EditorGUILayout.EndHorizontal();
                    EditorGUILayout.Space();
                }

                if (!_armatureComponent.isUGUI)
                {
                    bool haveSpriteGorup = false;
                                        #if UNITY_5_6_OR_NEWER
                    haveSpriteGorup = _armatureComponent.GetComponent <UnityEngine.Rendering.SortingGroup>() != null;
                                        #endif
                    if (!haveSpriteGorup)
                    {
                        //sort mode
                        serializedObject.Update();
                        EditorGUILayout.PropertyField(serializedObject.FindProperty("sortingMode"), true);
                        serializedObject.ApplyModifiedProperties();

                        // Sorting Layer
                        _sortingLayerIndex = EditorGUILayout.Popup("Sorting Layer", _sortingLayerIndex, _sortingLayerNames.ToArray());
                        if (_sortingLayerNames[_sortingLayerIndex] != _armatureComponent.sortingLayerName)
                        {
                            Undo.RecordObject(_armatureComponent, "Sorting Layer");
                            _armatureComponent.sortingLayerName = _sortingLayerNames[_sortingLayerIndex];
                            EditorUtility.SetDirty(_armatureComponent);
                            if (!Application.isPlaying && !_IsPrefab())
                            {
                                EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                            }
                        }

                        if (_armatureComponent.sortingMode == SortingMode.SortByZ)
                        {
                            // Sorting Order
                            var sortingOrder = EditorGUILayout.IntField("Order in Layer", _armatureComponent.sortingOrder);
                            if (sortingOrder != _armatureComponent.sortingOrder)
                            {
                                Undo.RecordObject(_armatureComponent, "Edit Sorting Order");
                                _armatureComponent.sortingOrder = sortingOrder;
                                EditorUtility.SetDirty(_armatureComponent);
                                if (!Application.isPlaying && !_IsPrefab())
                                {
                                    EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                                }
                            }
                        }
                    }
                    // ZSpace
                    EditorGUILayout.BeginHorizontal();
                    _armatureComponent.zSpace = EditorGUILayout.Slider("Z Space", _armatureComponent.zSpace, 0.0f, 0.2f);
                    EditorGUILayout.EndHorizontal();
                }

                // TimeScale
                serializedObject.Update();
                EditorGUILayout.PropertyField(serializedObject.FindProperty("_timeScale"), true);
                serializedObject.ApplyModifiedProperties();
                _armatureComponent.animation.timeScale = serializedObject.FindProperty("_timeScale").floatValue;

                // Flip
                EditorGUILayout.BeginHorizontal();
                EditorGUILayout.PrefixLabel("Flip");
                bool flipX = _armatureComponent.flipX;
                bool flipY = _armatureComponent.flipY;
                _armatureComponent.flipX          = GUILayout.Toggle(_armatureComponent.flipX, "X", GUILayout.Width(30));
                _armatureComponent.flipY          = GUILayout.Toggle(_armatureComponent.flipY, "Y", GUILayout.Width(30));
                _armatureComponent.armature.flipX = _armatureComponent.flipX;
                _armatureComponent.armature.flipY = _armatureComponent.flipY;
                if (_armatureComponent.flipX != flipX || _armatureComponent.flipY != flipY)
                {
                    EditorUtility.SetDirty(_armatureComponent);
                    if (!Application.isPlaying && !_IsPrefab())
                    {
                        EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                    }
                }
                EditorGUILayout.EndHorizontal();

                //normals
                EditorGUILayout.BeginHorizontal();
                _armatureComponent.addNormal = EditorGUILayout.Toggle("Normals", _armatureComponent.addNormal);
                EditorGUILayout.EndHorizontal();
                EditorGUILayout.Space();
            }

            if (_armatureComponent.armature != null && _armatureComponent.armature.parent == null)
            {
                if (_armatureComponent.unityBones != null && _armatureComponent.bonesRoot != null)
                {
                    _armatureComponent.boneHierarchy = EditorGUILayout.Toggle("Bone Hierarchy", _armatureComponent.boneHierarchy);
                }
                EditorGUILayout.BeginHorizontal();
                if (!Application.isPlaying)
                {
                    if (_armatureComponent.unityBones != null && _armatureComponent.bonesRoot != null)
                    {
                        if (GUILayout.Button("Remove Bones", GUILayout.Height(20)))
                        {
                            if (EditorUtility.DisplayDialog("DragonBones Alert", "Are you sure you want to remove bones", "Yes", "No"))
                            {
                                _armatureComponent.RemoveBones();
                            }
                        }
                    }
                    else
                    {
                        if (GUILayout.Button("Show Bones", GUILayout.Height(20)))
                        {
                            _armatureComponent.ShowBones();
                        }
                    }
                }
                if (!Application.isPlaying && !_armatureComponent.isUGUI)
                {
                    UnityCombineMesh ucm = _armatureComponent.gameObject.GetComponent <UnityCombineMesh>();
                    if (!ucm)
                    {
                        if (GUILayout.Button("Add Mesh Combine", GUILayout.Height(20)))
                        {
                            ucm = _armatureComponent.gameObject.AddComponent <UnityCombineMesh>();
                        }
                    }
                }
                EditorGUILayout.EndHorizontal();
            }

            if (!EditorApplication.isPlayingOrWillChangePlaymode && Selection.activeObject == _armatureComponent.gameObject)
            {
                EditorUtility.SetDirty(_armatureComponent);
                HandleUtility.Repaint();
            }
        }