This commit is contained in:
badlogic 2019-12-12 14:36:04 +01:00
commit 209425c05a
2 changed files with 20 additions and 13 deletions

View File

@ -115,8 +115,10 @@ public class JsonRollback {
JsonValue skins = root.get("skins");
if (skins != null && skins.isArray()) {
JsonValue newSkins = new JsonValue(ValueType.object);
for (JsonValue skinMap = skins.child; skinMap != null; skinMap = skinMap.next)
newSkins.addChild(skinMap.getString("name"), skinMap.get("attachments"));
for (JsonValue skinMap = skins.child; skinMap != null; skinMap = skinMap.next) {
JsonValue attachments = skinMap.get("attachments");
if (attachments != null) newSkins.addChild(skinMap.getString("name"), skinMap.get("attachments"));
}
root.remove("skins");
root.addChild("skins", newSkins);
}

View File

@ -297,12 +297,8 @@ namespace Spine.Unity {
// Clear
{
if (meshFilter != null)
meshFilter.sharedMesh = null;
meshRenderer = GetComponent<MeshRenderer>();
if (meshRenderer != null && meshRenderer.enabled) meshRenderer.sharedMaterial = null;
// Note: do not reset meshFilter.sharedMesh or meshRenderer.sharedMaterial to null,
// otherwise constant reloading will be triggered at prefabs.
currentInstructions.Clear();
rendererBuffers.Clear();
meshGenerator.Begin();
@ -352,6 +348,15 @@ namespace Spine.Unity {
public virtual void LateUpdate () {
if (!valid) return;
#if UNITY_EDITOR && NEW_PREFAB_SYSTEM
// Don't store mesh or material at the prefab, otherwise it will permanently reload
var prefabType = UnityEditor.PrefabUtility.GetPrefabAssetType(this);
if (!UnityEditor.PrefabUtility.IsPartOfPrefabInstance(this) &&
(prefabType == UnityEditor.PrefabAssetType.Regular || prefabType == UnityEditor.PrefabAssetType.Variant)) {
return;
}
#endif
#if SPINE_OPTIONAL_RENDEROVERRIDE
bool doMeshOverride = generateMeshOverride != null;
if ((!meshRenderer.enabled) && !doMeshOverride) return;
@ -397,17 +402,17 @@ namespace Spine.Unity {
MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, customSlotMaterials, separatorSlots, doMeshOverride, this.immutableTriangles);
// STEP 1.9. Post-process workingInstructions. ==================================================================================
#if SPINE_OPTIONAL_MATERIALOVERRIDE
#if SPINE_OPTIONAL_MATERIALOVERRIDE
if (customMaterialOverride.Count > 0) // isCustomMaterialOverridePopulated
MeshGenerator.TryReplaceMaterials(workingSubmeshInstructions, customMaterialOverride);
#endif
#endif
#if SPINE_OPTIONAL_RENDEROVERRIDE
#if SPINE_OPTIONAL_RENDEROVERRIDE
if (doMeshOverride) {
this.generateMeshOverride(currentInstructions);
if (disableRenderingOnOverride) return;
}
#endif
#endif
updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, currentSmartMesh.instructionUsed);
@ -444,7 +449,7 @@ namespace Spine.Unity {
}
if (materialsChanged && (this.maskMaterials.AnyMaterialCreated)) {
this.maskMaterials = new SpriteMaskInteractionMaterials();
}
}
meshGenerator.FillLateVertexData(currentMesh);