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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Merge branch '3.8' into 4.0
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commit
20aebce749
@ -52,7 +52,12 @@ namespace Spine.Unity {
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/// <summary>
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/// <summary>
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
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public Spine.AnimationState AnimationState { get { return this.state; } }
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public Spine.AnimationState AnimationState {
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get {
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Initialize(false);
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return this.state;
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}
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}
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private bool wasUpdatedAfterInit = true;
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private bool wasUpdatedAfterInit = true;
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#endregion
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#endregion
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@ -105,6 +110,7 @@ namespace Spine.Unity {
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}
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}
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}
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}
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set {
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set {
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Initialize(false);
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if (_animationName == value) {
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if (_animationName == value) {
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TrackEntry entry = state.GetCurrent(0);
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TrackEntry entry = state.GetCurrent(0);
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if (entry != null && entry.loop == loop)
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if (entry != null && entry.loop == loop)
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@ -382,7 +382,12 @@ namespace Spine.Unity {
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public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
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public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
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protected Spine.AnimationState state;
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protected Spine.AnimationState state;
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public Spine.AnimationState AnimationState { get { return state; } }
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public Spine.AnimationState AnimationState {
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get {
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Initialize(false);
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return state;
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}
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}
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[SerializeField] protected Spine.Unity.MeshGenerator meshGenerator = new MeshGenerator();
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[SerializeField] protected Spine.Unity.MeshGenerator meshGenerator = new MeshGenerator();
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public Spine.Unity.MeshGenerator MeshGenerator { get { return this.meshGenerator; } }
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public Spine.Unity.MeshGenerator MeshGenerator { get { return this.meshGenerator; } }
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