diff --git a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs index e4d4a35fc..403497517 100644 --- a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs +++ b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs @@ -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); diff --git a/spine-unity/Assets/spine-unity/SpriteAttacher.cs b/spine-unity/Assets/spine-unity/SpriteAttacher.cs index 1c79423fc..927d4285a 100644 --- a/spine-unity/Assets/spine-unity/SpriteAttacher.cs +++ b/spine-unity/Assets/spine-unity/SpriteAttacher.cs @@ -25,11 +25,11 @@ public class SpriteAttacher : MonoBehaviour { public void Attach () { var skeletonRenderer = GetComponent(); - 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