mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-06 18:56:54 +08:00
Fixed renderer colors.
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parent
45f8e9d790
commit
1d58df24a6
@ -78,6 +78,8 @@ namespace Spine {
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public void Draw (Skeleton skeleton) {
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public void Draw (Skeleton skeleton) {
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List<Slot> drawOrder = skeleton.DrawOrder;
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List<Slot> drawOrder = skeleton.DrawOrder;
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float x = skeleton.X, y = skeleton.Y;
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float skeletonR = skeleton.R, skeletonG = skeleton.G, skeletonB = skeleton.B, skeletonA = skeleton.A;
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for (int i = 0, n = drawOrder.Count; i < n; i++) {
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for (int i = 0, n = drawOrder.Count; i < n; i++) {
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Slot slot = drawOrder[i];
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Slot slot = drawOrder[i];
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RegionAttachment regionAttachment = slot.Attachment as RegionAttachment;
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RegionAttachment regionAttachment = slot.Attachment as RegionAttachment;
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@ -92,10 +94,10 @@ namespace Spine {
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AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject;
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AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject;
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item.Texture = (Texture2D)region.page.rendererObject;
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item.Texture = (Texture2D)region.page.rendererObject;
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byte r = (byte)(skeleton.R * slot.R * 255);
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byte r = (byte)(skeletonR * slot.R * 255);
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byte g = (byte)(skeleton.G * slot.G * 255);
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byte g = (byte)(skeletonG * slot.G * 255);
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byte b = (byte)(skeleton.B * slot.B * 255);
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byte b = (byte)(skeletonB * slot.B * 255);
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byte a = (byte)(skeleton.A * slot.A * 255);
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byte a = (byte)(skeletonA * slot.A * 255);
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item.vertexTL.Color.R = r;
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item.vertexTL.Color.R = r;
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item.vertexTL.Color.G = g;
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item.vertexTL.Color.G = g;
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item.vertexTL.Color.B = b;
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item.vertexTL.Color.B = b;
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@ -114,7 +116,7 @@ namespace Spine {
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item.vertexTR.Color.A = a;
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item.vertexTR.Color.A = a;
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float[] vertices = this.vertices;
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float[] vertices = this.vertices;
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regionAttachment.ComputeVertices(skeleton.X, skeleton.Y, slot.Bone, vertices);
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regionAttachment.ComputeVertices(x, y, slot.Bone, vertices);
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item.vertexTL.Position.X = vertices[RegionAttachment.X1];
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item.vertexTL.Position.X = vertices[RegionAttachment.X1];
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item.vertexTL.Position.Y = vertices[RegionAttachment.Y1];
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item.vertexTL.Position.Y = vertices[RegionAttachment.Y1];
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item.vertexTL.Position.Z = 0;
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item.vertexTL.Position.Z = 0;
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