Formatting clean up

This commit is contained in:
Fenrisul 2015-03-13 20:15:29 -07:00
parent f73d6e5d1c
commit 18bbcfdc6a
2 changed files with 17 additions and 17 deletions

View File

@ -39,68 +39,68 @@ using Spine;
public static class SkeletonExtensions {
public static void SetColor(this Slot slot, Color color) {
public static void SetColor (this Slot slot, Color color) {
slot.A = color.a;
slot.R = color.r;
slot.G = color.g;
slot.B = color.b;
}
public static void SetColor(this Slot slot, Color32 color) {
public static void SetColor (this Slot slot, Color32 color) {
slot.A = color.a / 255f;
slot.R = color.r / 255f;
slot.G = color.g / 255f;
slot.B = color.b / 255f;
}
public static void SetColor(this RegionAttachment attachment, Color color) {
public static void SetColor (this RegionAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor(this RegionAttachment attachment, Color32 color) {
public static void SetColor (this RegionAttachment attachment, Color32 color) {
attachment.A = color.a / 255f;
attachment.R = color.r / 255f;
attachment.G = color.g / 255f;
attachment.B = color.b / 255f;
}
public static void SetColor(this MeshAttachment attachment, Color color) {
public static void SetColor (this MeshAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor(this MeshAttachment attachment, Color32 color) {
public static void SetColor (this MeshAttachment attachment, Color32 color) {
attachment.A = color.a / 255f;
attachment.R = color.r / 255f;
attachment.G = color.g / 255f;
attachment.B = color.b / 255f;
}
public static void SetColor(this SkinnedMeshAttachment attachment, Color color) {
public static void SetColor (this SkinnedMeshAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor(this SkinnedMeshAttachment attachment, Color32 color) {
public static void SetColor (this SkinnedMeshAttachment attachment, Color32 color) {
attachment.A = color.a / 255f;
attachment.R = color.r / 255f;
attachment.G = color.g / 255f;
attachment.B = color.b / 255f;
}
public static void SetPosition(this Bone bone, Vector2 position) {
public static void SetPosition (this Bone bone, Vector2 position) {
bone.X = position.x;
bone.Y = position.y;
}
public static void SetPosition(this Bone bone, Vector3 position) {
public static void SetPosition (this Bone bone, Vector3 position) {
bone.X = position.x;
bone.Y = position.y;
}
@ -114,15 +114,15 @@ public static class SkeletonExtensions {
loader = null;
}
public static void AddUnitySprite(this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = "Spine/Skeleton"){
public static void AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = "Spine/Skeleton") {
var loader = new SpriteAttachmentLoader(sprite, Shader.Find(shaderName));
var att = loader.NewRegionAttachment(null, sprite.name, "");
var slotIndex = skeletonData.FindSlotIndex(slotName);
Skin skin = skeletonData.defaultSkin;
if(skinName != "")
if (skinName != "")
skin = skeletonData.FindSkin(skinName);
skin.AddAttachment(slotIndex, att.Name, att);

View File

@ -25,11 +25,11 @@ public class SpriteAttacher : MonoBehaviour {
public void Attach () {
var skeletonRenderer = GetComponent<SkeletonRenderer>();
if(loader == null)
if (loader == null)
//create loader instance, tell it what sprite and shader to use
loader = new SpriteAttachmentLoader(sprite, Shader.Find("Spine/Skeleton"));
if(attachment == null)
if (attachment == null)
attachment = loader.NewRegionAttachment(null, sprite.name, "");
skeletonRenderer.skeleton.FindSlot(slot).Attachment = attachment;
@ -102,7 +102,7 @@ public class SpriteAttachmentLoader : AttachmentLoader {
} else {
//Setup new material
Material mat = new Material(shader);
if(sprite.packed)
if (sprite.packed)
mat.name = "Unity Packed Sprite Material";
else
mat.name = sprite.name + " Sprite Material";
@ -131,7 +131,7 @@ public class SpriteAttachmentLoader : AttachmentLoader {
//TODO: make sure this rotation thing actually works
bool rotated = false;
if(sprite.packed)
if (sprite.packed)
rotated = sprite.packingRotation == SpritePackingRotation.Any;
//do some math and assign UVs and sizes