Merge branch 'master' of git://github.com/EsotericSoftware/spine-runtimes

This commit is contained in:
Matias 2013-05-29 11:51:58 +03:00
commit 2034a6e726
4 changed files with 13 additions and 11 deletions

View File

@ -29,9 +29,12 @@ public class tk2dSpineSkeleton : MonoBehaviour, tk2dRuntime.ISpriteCollectionFor
vertexPositions = new float[8];
}
void Update () {
SkeletonData skeletonData = (skeletonDataAsset != null) ? skeletonDataAsset.GetSkeletonData() : null;
void Start () {
Initialize();
}
void Update () {
SkeletonData skeletonData = skeletonDataAsset == null ? null : skeletonDataAsset.GetSkeletonData();
if (skeletonData == null) {
Clear();
return;
@ -46,6 +49,7 @@ public class tk2dSpineSkeleton : MonoBehaviour, tk2dRuntime.ISpriteCollectionFor
}
private void Clear() {
Debug.Log("clear?!");
GetComponent<MeshFilter>().mesh = null;
DestroyImmediate(mesh);
mesh = null;
@ -163,10 +167,8 @@ public class tk2dSpineSkeleton : MonoBehaviour, tk2dRuntime.ISpriteCollectionFor
// Check if we need to stop current animation
if (state.Animation != null && animationName == null) {
state.ClearAnimation();
}
} else if (state.Animation == null || animationName != state.Animation.Name) {
// Check for different animation name or animation end
else if(state.Animation == null || animationName != state.Animation.Name) {
Spine.Animation animation = skeleton.Data.FindAnimation(animationName);
if (animation != null) state.SetAnimation(animation,loop);
}

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@ -20,7 +20,7 @@ public class tk2dSpineboy : MonoBehaviour {
void Update() {
if (skeleton.loop) return;
if(skeleton.state.Time >= skeleton.state.Animation.Duration - 0.25) {
if (skeleton.state.Animation != null && skeleton.state.Time >= skeleton.state.Animation.Duration - 0.25) {
skeleton.animationName = "walk";
skeleton.loop = true;
}

View File

@ -128,7 +128,7 @@ public class SkeletonComponent : MonoBehaviour {
if (attachment is RegionAttachment) {
RegionAttachment regionAttachment = (RegionAttachment)attachment;
regionAttachment.ComputeVertices(slot.Bone, vertexPositions);
regionAttachment.ComputeVertices(skeleton.X, skeleton.Y, slot.Bone, vertexPositions);
int vertexIndex = quadIndex * 4;
vertices[vertexIndex] = new Vector3(vertexPositions[RegionAttachment.X1], vertexPositions[RegionAttachment.Y1], 0);
vertices[vertexIndex + 1] = new Vector3(vertexPositions[RegionAttachment.X4], vertexPositions[RegionAttachment.Y4], 0);