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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] NewSkeletonAnimationGameObject and Initialize() now provide a quiet parameter to omit material warnings. Closes #1852.
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@ -134,14 +134,16 @@ namespace Spine.Unity {
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#region Runtime Instantiation
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/// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary>
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/// <returns>The newly instantiated SkeletonAnimation</returns>
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public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
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return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset);
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public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset,
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bool quiet = false) {
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return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset, quiet);
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}
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/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary>
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/// <returns>The newly instantiated SkeletonAnimation component.</returns>
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public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) {
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return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset);
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public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset,
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bool quiet = false) {
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return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset, quiet);
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}
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#endregion
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@ -155,10 +157,10 @@ namespace Spine.Unity {
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/// <summary>
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/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary>
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/// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param>
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public override void Initialize (bool overwrite) {
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public override void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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base.Initialize(overwrite);
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base.Initialize(overwrite, quiet);
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if (!valid)
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return;
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@ -69,11 +69,11 @@ namespace Spine.Unity {
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public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
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#endregion
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public override void Initialize (bool overwrite) {
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public override void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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base.Initialize(overwrite);
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base.Initialize(overwrite, quiet);
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if (!valid)
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return;
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@ -247,17 +247,17 @@ namespace Spine.Unity {
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
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#region Runtime Instantiation
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public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
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return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset);
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public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset, bool quiet = false) where T : SkeletonRenderer {
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return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset, quiet);
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}
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/// <summary>Add and prepare a Spine component that derives from SkeletonRenderer to a GameObject at runtime.</summary>
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/// <typeparam name="T">T should be SkeletonRenderer or any of its derived classes.</typeparam>
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public static T AddSpineComponent<T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
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public static T AddSpineComponent<T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, bool quiet = false) where T : SkeletonRenderer {
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var c = gameObject.AddComponent<T>();
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if (skeletonDataAsset != null) {
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c.skeletonDataAsset = skeletonDataAsset;
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c.Initialize(false);
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c.Initialize(false, quiet);
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}
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return c;
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}
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@ -315,7 +315,7 @@ namespace Spine.Unity {
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/// <summary>
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/// Initialize this component. Attempts to load the SkeletonData and creates the internal Skeleton object and buffers.</summary>
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/// <param name="overwrite">If set to <c>true</c>, it will overwrite internal objects if they were already generated. Otherwise, the initialized component will ignore subsequent calls to initialize.</param>
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public virtual void Initialize (bool overwrite) {
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public virtual void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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@ -361,7 +361,7 @@ namespace Spine.Unity {
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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string errorMessage = null;
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if (MaterialChecks.IsMaterialSetupProblematic(this, ref errorMessage))
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if (quiet || MaterialChecks.IsMaterialSetupProblematic(this, ref errorMessage))
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Debug.LogWarningFormat(this, "Problematic material setup at {0}: {1}", this.name, errorMessage);
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}
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#endif
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