Fix Unity 4 compile errors

Added preprocessors to allow Spine to compile in Unity 4
This commit is contained in:
Matt Vroman 2016-03-01 11:48:18 -08:00
parent 1e7f6277c2
commit 30b36b6423
2 changed files with 12 additions and 3 deletions

View File

@ -2,8 +2,11 @@
namespace Spine.Unity {
public static class SpineMesh {
#if UNITY_5
internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
#else
internal const HideFlags MeshHideflags = HideFlags.DontSave;
#endif
/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
public static Mesh NewMesh () {
var m = new Mesh();

View File

@ -111,8 +111,11 @@ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
float time = stateInfo.normalizedTime * info.clip.length;
animationTable[GetAnimationClipNameHashCode(info.clip)].Mix(skeleton, Mathf.Max(0, time - deltaTime), time, stateInfo.loop, null, weight);
}
#if UNITY_5
if (nextStateInfo.fullPathHash != 0) {
#else
if (nextStateInfo.nameHash != 0) {
#endif
for (int c = 0; c < nextClipInfo.Length; c++) {
var info = nextClipInfo[c];
float weight = info.weight * layerWeight;
@ -150,8 +153,11 @@ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
}
c = 0;
#if UNITY_5
if (nextStateInfo.fullPathHash != 0) {
#else
if (nextStateInfo.nameHash != 0) {
#endif
//apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
if (mode == MixMode.SpineStyle) {
for (; c < nextClipInfo.Length; c++) {