[csharp] fix parsing of default skins without attachment for binary files.

This commit is contained in:
badlogic 2019-08-07 11:43:29 +02:00
parent cc694f7b5a
commit 336288cb2e

View File

@ -73,7 +73,7 @@ namespace Spine {
this.attachmentLoader = attachmentLoader;
Scale = 1;
}
#if !ISUNITY && WINDOWS_STOREAPP
private async Task<SkeletonData> ReadFile(string path) {
var folder = Windows.ApplicationModel.Package.Current.InstalledLocation;
@ -160,7 +160,7 @@ namespace Spine {
String name = input.ReadString();
BoneData parent = i == 0 ? null : skeletonData.bones.Items[input.ReadInt(true)];
BoneData data = new BoneData(i, name, parent);
data.rotation = input.ReadFloat();
data.rotation = input.ReadFloat();
data.x = input.ReadFloat() * scale;
data.y = input.ReadFloat() * scale;
data.scaleX = input.ReadFloat();
@ -314,7 +314,7 @@ namespace Spine {
o = skeletonData.animations.Resize(n = input.ReadInt(true)).Items;
for (int i = 0; i < n; i++)
o[i] = ReadAnimation(input.ReadString(), input, skeletonData);
return skeletonData;
}
@ -322,13 +322,19 @@ namespace Spine {
/// <returns>May be null.</returns>
private Skin ReadSkin (SkeletonInput input, SkeletonData skeletonData, bool defaultSkin, bool nonessential) {
Skin skin = new Skin(defaultSkin ? "default" : input.ReadStringRef());
Skin skin;
int slotCount;
if (!defaultSkin) {
if (defaultSkin) {
slotCount = input.ReadInt(true);
if (slotCount == 0) return null;
skin = new Skin("default"));
} else {
skin = new Skin(input.ReadStringRef());
Object[] bones = skin.bones.Resize(input.ReadInt(true)).Items;
for (int i = 0, n = skin.bones.Count; i < n; i++)
bones[i] = skeletonData.bones.Items[input.ReadInt(true)];
for (int i = 0, n = input.ReadInt(true); i < n; i++)
skin.constraints.Add(skeletonData.ikConstraints.Items[input.ReadInt(true)]);
for (int i = 0, n = input.ReadInt(true); i < n; i++)
@ -336,8 +342,9 @@ namespace Spine {
for (int i = 0, n = input.ReadInt(true); i < n; i++)
skin.constraints.Add(skeletonData.pathConstraints.Items[input.ReadInt(true)]);
skin.constraints.TrimExcess();
slotCount = input.ReadInt(true);
}
for (int i = 0, n = input.ReadInt(true); i < n; i++) {
for (int i = 0; i < slotCount; i++) {
int slotIndex = input.ReadInt(true);
for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
String name = input.ReadStringRef();
@ -360,7 +367,7 @@ namespace Spine {
switch (type) {
case AttachmentType.Region: {
String path = input.ReadStringRef();
float rotation = input.ReadFloat();
float rotation = input.ReadFloat();
float x = input.ReadFloat();
float y = input.ReadFloat();
float scaleX = input.ReadFloat();
@ -391,7 +398,7 @@ namespace Spine {
int vertexCount = input.ReadInt(true);
Vertices vertices = ReadVertices(input, vertexCount);
if (nonessential) input.ReadInt(); //int color = nonessential ? input.ReadInt() : 0; // Avoid unused local warning.
BoundingBoxAttachment box = attachmentLoader.NewBoundingBoxAttachment(skin, name);
if (box == null) return null;
box.worldVerticesLength = vertexCount << 1;
@ -484,7 +491,7 @@ namespace Spine {
path.bones = vertices.bones;
path.lengths = lengths;
// skipped porting: if (nonessential) Color.rgba8888ToColor(path.getColor(), color);
return path;
return path;
}
case AttachmentType.Point: {
float rotation = input.ReadFloat();
@ -560,7 +567,7 @@ namespace Spine {
private int[] ReadShortArray (SkeletonInput input) {
int n = input.ReadInt(true);
int[] array = new int[n];
for (int i = 0; i < n; i++)
for (int i = 0; i < n; i++)
array[i] = (input.ReadByte() << 8) | input.ReadByte();
return array;
}
@ -719,7 +726,7 @@ namespace Spine {
float timelineScale = 1;
if (timelineType == PATH_SPACING) {
timeline = new PathConstraintSpacingTimeline(frameCount);
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) timelineScale = scale;
if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) timelineScale = scale;
} else {
timeline = new PathConstraintPositionTimeline(frameCount);
if (data.positionMode == PositionMode.Fixed) timelineScale = scale;