[unity] Rename SkeletonAnimator to SkeletonMecanim.

This commit is contained in:
pharan 2018-05-29 13:08:09 +08:00
parent 065a10f4b3
commit 0d16ca0b12
6 changed files with 17 additions and 19 deletions

View File

@ -33,9 +33,9 @@
using UnityEditor;
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonAnimator))]
[CustomEditor(typeof(SkeletonMecanim))]
[CanEditMultipleObjects]
public class SkeletonAnimatorInspector : SkeletonRendererInspector {
public class SkeletonMecanimInspector : SkeletonRendererInspector {
protected SerializedProperty mecanimTranslator;
protected override void OnEnable () {

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@ -32,7 +32,7 @@
// Original contribution by: Mitch Thompson
#define SPINE_SKELETONANIMATOR
#define SPINE_SKELETONMECANIM
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
@ -406,13 +406,13 @@ namespace Spine.Unity.Editor {
});
}
#if SPINE_SKELETONANIMATOR
#if SPINE_SKELETONMECANIM
menu.AddSeparator("");
// SkeletonAnimator
menu.AddItem(new GUIContent("SkeletonAnimator"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
// SkeletonMecanim
menu.AddItem(new GUIContent("SkeletonMecanim"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
instantiateDelegate = (data) => InstantiateSkeletonAnimator(data)
instantiateDelegate = (data) => InstantiateSkeletonMecanim(data)
});
#endif
@ -773,7 +773,7 @@ namespace Spine.Unity.Editor {
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
string currentHash = skeletonData != null ? skeletonData.Hash : null;
#if SPINE_SKELETONANIMATOR
#if SPINE_SKELETONMECANIM
if (currentHash == null || lastHash != currentHash)
UpdateMecanimClips(skeletonDataAsset);
#endif
@ -1444,8 +1444,8 @@ namespace Spine.Unity.Editor {
}
#endregion
#region SkeletonAnimator
#if SPINE_SKELETONANIMATOR
#region SkeletonMecanim
#if SPINE_SKELETONMECANIM
static void UpdateMecanimClips (SkeletonDataAsset skeletonDataAsset) {
if (skeletonDataAsset.controller == null)
return;
@ -1453,13 +1453,13 @@ namespace Spine.Unity.Editor {
SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);
}
public static SkeletonAnimator InstantiateSkeletonAnimator (SkeletonDataAsset skeletonDataAsset, string skinName) {
return InstantiateSkeletonAnimator(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
public static SkeletonMecanim InstantiateSkeletonMecanim (SkeletonDataAsset skeletonDataAsset, string skinName) {
return InstantiateSkeletonMecanim(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
}
public static SkeletonAnimator InstantiateSkeletonAnimator (SkeletonDataAsset skeletonDataAsset, Skin skin = null) {
public static SkeletonMecanim InstantiateSkeletonMecanim (SkeletonDataAsset skeletonDataAsset, Skin skin = null) {
string spineGameObjectName = string.Format("Spine Mecanim GameObject ({0})", skeletonDataAsset.name.Replace("_SkeletonData", ""));
GameObject go = new GameObject(spineGameObjectName, typeof(MeshFilter), typeof(MeshRenderer), typeof(Animator), typeof(SkeletonAnimator));
GameObject go = new GameObject(spineGameObjectName, typeof(MeshFilter), typeof(MeshRenderer), typeof(Animator), typeof(SkeletonMecanim));
if (skeletonDataAsset.controller == null) {
SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);
@ -1468,7 +1468,7 @@ namespace Spine.Unity.Editor {
go.GetComponent<Animator>().runtimeAnimatorController = skeletonDataAsset.controller;
SkeletonAnimator anim = go.GetComponent<SkeletonAnimator>();
SkeletonMecanim anim = go.GetComponent<SkeletonMecanim>();
anim.skeletonDataAsset = skeletonDataAsset;
IngestAdvancedRenderSettings(anim);

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@ -33,7 +33,7 @@ using System.Collections.Generic;
namespace Spine.Unity {
[RequireComponent(typeof(Animator))]
public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
public class SkeletonMecanim : SkeletonRenderer, ISkeletonAnimation {
[SerializeField] protected MecanimTranslator translator;
public MecanimTranslator Translator { get { return translator; } }

View File

@ -152,9 +152,7 @@ namespace Spine.Unity {
}
if (skeletonAnimation == null) {
skeletonAnimation = GetComponent<SkeletonAnimation>();
if (skeletonAnimation == null)
skeletonAnimation = GetComponent<SkeletonAnimator>();
skeletonAnimation = GetComponent(typeof(ISkeletonAnimation)) as ISkeletonAnimation;
}
skeletonRenderer.OnRebuild -= HandleRendererReset;