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 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.A = color.a;
slot.R = color.r; slot.R = color.r;
slot.G = color.g; slot.G = color.g;
slot.B = color.b; 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.A = color.a / 255f;
slot.R = color.r / 255f; slot.R = color.r / 255f;
slot.G = color.g / 255f; slot.G = color.g / 255f;
slot.B = color.b / 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.A = color.a;
attachment.R = color.r; attachment.R = color.r;
attachment.G = color.g; attachment.G = color.g;
attachment.B = color.b; 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.A = color.a / 255f;
attachment.R = color.r / 255f; attachment.R = color.r / 255f;
attachment.G = color.g / 255f; attachment.G = color.g / 255f;
attachment.B = color.b / 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.A = color.a;
attachment.R = color.r; attachment.R = color.r;
attachment.G = color.g; attachment.G = color.g;
attachment.B = color.b; 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.A = color.a / 255f;
attachment.R = color.r / 255f; attachment.R = color.r / 255f;
attachment.G = color.g / 255f; attachment.G = color.g / 255f;
attachment.B = color.b / 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.A = color.a;
attachment.R = color.r; attachment.R = color.r;
attachment.G = color.g; attachment.G = color.g;
attachment.B = color.b; 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.A = color.a / 255f;
attachment.R = color.r / 255f; attachment.R = color.r / 255f;
attachment.G = color.g / 255f; attachment.G = color.g / 255f;
attachment.B = color.b / 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.X = position.x;
bone.Y = position.y; 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.X = position.x;
bone.Y = position.y; bone.Y = position.y;
} }
@ -114,13 +114,13 @@ public static class SkeletonExtensions {
loader = null; 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 loader = new SpriteAttachmentLoader(sprite, Shader.Find(shaderName));
var att = loader.NewRegionAttachment(null, sprite.name, ""); var att = loader.NewRegionAttachment(null, sprite.name, "");
var slotIndex = skeletonData.FindSlotIndex(slotName); var slotIndex = skeletonData.FindSlotIndex(slotName);
Skin skin = skeletonData.defaultSkin; Skin skin = skeletonData.defaultSkin;
if(skinName != "") if (skinName != "")
skin = skeletonData.FindSkin(skinName); skin = skeletonData.FindSkin(skinName);

View File

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