diff --git a/spine-unity/Assets/spine-unity/SkeletonAnimator.cs b/spine-unity/Assets/spine-unity/SkeletonAnimator.cs index e94829428..f4d95eb02 100644 --- a/spine-unity/Assets/spine-unity/SkeletonAnimator.cs +++ b/spine-unity/Assets/spine-unity/SkeletonAnimator.cs @@ -92,29 +92,21 @@ namespace Spine.Unity { //skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.5). // Clear Previous - if (autoReset) - { + if (autoReset) { var previousAnimations = this.previousAnimations; - for (int i = 0, n = previousAnimations.Count; i < n; i++) { + for (int i = 0, n = previousAnimations.Count; i < n; i++) previousAnimations[i].SetKeyedItemsToSetupPose(skeleton); - } - previousAnimations.Clear(); + previousAnimations.Clear(); for (int layer = 0, n = animator.layerCount; layer < n; layer++) { - float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); + float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1. if (layerWeight <= 0) continue; AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer); - #if UNITY_5 bool hasNext = nextStateInfo.fullPathHash != 0; AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer); AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer); - #else - bool hasNext = nextStateInfo.nameHash != 0; - var clipInfo = animator.GetCurrentAnimationClipState(i); - var nextClipInfo = animator.GetNextAnimationClipState(i); - #endif for (int c = 0; c < clipInfo.Length; c++) { var info = clipInfo[c]; @@ -131,22 +123,19 @@ namespace Spine.Unity { } } - // Apply for (int layer = 0, n = animator.layerCount; layer < n; layer++) { - float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); + float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1. AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layer); AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer); - #if UNITY_5 bool hasNext = nextStateInfo.fullPathHash != 0; AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer); AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer); - #else - bool hasNext = nextStateInfo.nameHash != 0; - var clipInfo = animator.GetCurrentAnimationClipState(i); - var nextClipInfo = animator.GetNextAnimationClipState(i); - #endif +// UNITY 4 +// bool hasNext = nextStateInfo.nameHash != 0; +// var clipInfo = animator.GetCurrentAnimationClipState(i); +// var nextClipInfo = animator.GetNextAnimationClipState(i); MixMode mode = layerMixModes[layer]; if (mode == MixMode.AlwaysMix) {