[unity] Minor whitespace formatting fixes.

This commit is contained in:
Harald Csaszar 2024-06-24 17:54:02 +02:00
parent ed4b9f1e45
commit 24070b4768

View File

@ -1202,9 +1202,9 @@ namespace Spine.Unity {
}
}
}
#endregion
#endregion
#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
public void FillVertexData (Mesh mesh) {
Vector3[] vbi = vertexBuffer.Items;
Vector2[] ubi = uvBuffer.Items;
@ -1284,7 +1284,7 @@ namespace Spine.Unity {
mesh.SetTriangles(submeshesItems[i].Items, i, false);
#endif
}
#endregion
#endregion
public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
if (minimumVertexCount > vertexBuffer.Items.Length) {
@ -1332,7 +1332,7 @@ namespace Spine.Unity {
if (tangents != null) Array.Resize(ref tangents, vbiLength);
}
#region TangentSolver2D
#region TangentSolver2D
// Thanks to contributions from forum user ToddRivers
/// <summary>Step 1 of solving tangents. Ensure you have buffers of the correct size.</summary>
@ -1419,9 +1419,9 @@ namespace Spine.Unity {
tangents[i] = tangent;
}
}
#endregion
#endregion
#region AttachmentRendering
#region AttachmentRendering
static List<Vector3> AttachmentVerts = new List<Vector3>();
static List<Vector2> AttachmentUVs = new List<Vector2>();
static List<Color32> AttachmentColors32 = new List<Color32>();
@ -1533,6 +1533,6 @@ namespace Spine.Unity {
AttachmentColors32.Clear();
AttachmentIndices.Clear();
}
#endregion
#endregion
}
}