public void OnEditEnd()
        {
            Validate();

            if (currentMode == WeightEditorMode.AddAndSubtract)
            {
                for (int i = 0; i < spriteMeshData.vertexCount; ++i)
                {
                    spriteMeshData.GetWeight(i).Clamp(4);
                }
            }

            if (autoNormalize)
            {
                m_SpriteMeshDataController.NormalizeWeights(null);
            }

            m_SpriteMeshDataController.SortTrianglesByDepth();
        }
 private void NormalizeWeights(SpriteCache sprite)
 {
     m_SpriteMeshDataController.spriteMeshData = sprite.GetMesh();
     m_SpriteMeshDataController.NormalizeWeights(skinningCache.vertexSelection);
     m_SpriteMeshDataController.SortTrianglesByDepth();
 }