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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge branch 'master' of git://github.com/EsotericSoftware/spine-runtimes
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commit
2034a6e726
@ -29,9 +29,12 @@ public class tk2dSpineSkeleton : MonoBehaviour, tk2dRuntime.ISpriteCollectionFor
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vertexPositions = new float[8];
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}
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void Start () {
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Initialize();
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}
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void Update () {
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SkeletonData skeletonData = (skeletonDataAsset != null) ? skeletonDataAsset.GetSkeletonData() : null;
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SkeletonData skeletonData = skeletonDataAsset == null ? null : skeletonDataAsset.GetSkeletonData();
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if (skeletonData == null) {
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Clear();
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return;
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@ -46,6 +49,7 @@ public class tk2dSpineSkeleton : MonoBehaviour, tk2dRuntime.ISpriteCollectionFor
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}
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private void Clear() {
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Debug.Log("clear?!");
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GetComponent<MeshFilter>().mesh = null;
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DestroyImmediate(mesh);
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mesh = null;
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@ -161,14 +165,12 @@ public class tk2dSpineSkeleton : MonoBehaviour, tk2dRuntime.ISpriteCollectionFor
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private void UpdateAnimation() {
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// Check if we need to stop current animation
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if(state.Animation != null && animationName == null) {
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if (state.Animation != null && animationName == null) {
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state.ClearAnimation();
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}
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// Check for different animation name or animation end
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else if(state.Animation == null || animationName != state.Animation.Name) {
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} else if (state.Animation == null || animationName != state.Animation.Name) {
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// Check for different animation name or animation end
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Spine.Animation animation = skeleton.Data.FindAnimation(animationName);
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if(animation != null) state.SetAnimation(animation,loop);
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if (animation != null) state.SetAnimation(animation,loop);
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}
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state.Loop = loop;
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Binary file not shown.
@ -18,9 +18,9 @@ public class tk2dSpineboy : MonoBehaviour {
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/*
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*/
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void Update() {
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if(skeleton.loop) return;
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if (skeleton.loop) return;
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if(skeleton.state.Time >= skeleton.state.Animation.Duration - 0.25) {
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if (skeleton.state.Animation != null && skeleton.state.Time >= skeleton.state.Animation.Duration - 0.25) {
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skeleton.animationName = "walk";
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skeleton.loop = true;
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}
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@ -128,7 +128,7 @@ public class SkeletonComponent : MonoBehaviour {
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if (attachment is RegionAttachment) {
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RegionAttachment regionAttachment = (RegionAttachment)attachment;
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regionAttachment.ComputeVertices(slot.Bone, vertexPositions);
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regionAttachment.ComputeVertices(skeleton.X, skeleton.Y, slot.Bone, vertexPositions);
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int vertexIndex = quadIndex * 4;
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vertices[vertexIndex] = new Vector3(vertexPositions[RegionAttachment.X1], vertexPositions[RegionAttachment.Y1], 0);
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vertices[vertexIndex + 1] = new Vector3(vertexPositions[RegionAttachment.X4], vertexPositions[RegionAttachment.Y4], 0);
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