Merge remote-tracking branch 'EsotericSoftware/3.6' into 3.6

This commit is contained in:
Stephen Gowen 2017-12-22 09:21:24 -05:00
commit 419d035636
2 changed files with 30 additions and 20 deletions

View File

@ -75,13 +75,13 @@ namespace Spine.Unity.Editor {
serializedObject.ApplyModifiedProperties();
}
var sr = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (sr != null && sr.gameObject == follower.gameObject) {
var skeletonRendererValue = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (skeletonRendererValue != null && skeletonRendererValue.gameObject == follower.gameObject) {
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
EditorGUILayout.HelpBox("It's ideal to add BoundingBoxFollower to a separate child GameObject of the Spine GameObject.", MessageType.Warning);
if (GUILayout.Button(new GUIContent("Move BoundingBoxFollower to new GameObject", Icons.boundingBox), GUILayout.Height(50f))) {
AddBoundingBoxFollowerChild(sr, follower);
AddBoundingBoxFollowerChild(skeletonRendererValue, follower);
DestroyImmediate(follower);
return;
}
@ -156,6 +156,7 @@ namespace Spine.Unity.Editor {
if (Event.current.type == EventType.Repaint) {
if (addBoneFollower) {
var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
boneFollower.skeletonRenderer = skeletonRendererValue;
boneFollower.SetBone(follower.Slot.Data.BoneData.Name);
addBoneFollower = false;
}

View File

@ -76,33 +76,40 @@ namespace Spine.Unity {
[SerializeField]
[SpineAnimation]
private string _animationName;
/// <summary>
/// Setting this property sets the animation of the skeleton. If invalid, it will store the animation name for the next time the skeleton is properly initialized.
/// Getting this property gets the name of the currently playing animation. If invalid, it will return the last stored animation name set through this property.</summary>
public string AnimationName {
get {
if (!valid) {
Debug.LogWarning("You tried access AnimationName but the SkeletonAnimation was not valid. Try checking your Skeleton Data for errors.");
return null;
return _animationName;
} else {
TrackEntry entry = state.GetCurrent(0);
return entry == null ? null : entry.Animation.Name;
}
TrackEntry entry = state.GetCurrent(0);
return entry == null ? null : entry.Animation.Name;
}
set {
if (_animationName == value)
return;
_animationName = value;
if (!valid) {
Debug.LogWarning("You tried to change AnimationName but the SkeletonAnimation was not valid. Try checking your Skeleton Data for errors.");
return;
}
if (string.IsNullOrEmpty(value))
if (string.IsNullOrEmpty(value)) {
state.ClearTrack(0);
else
state.SetAnimation(0, value, loop);
} else {
TrySetAnimation(value, loop);
}
}
}
TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
if (animationObject != null)
return state.SetAnimation(0, animationObject, animationLoop);
return null;
}
/// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
public bool loop;
@ -150,19 +157,21 @@ namespace Spine.Unity {
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(_animationName)) {
if (Application.isPlaying) {
state.SetAnimation(0, _animationName, loop);
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
} else {
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
if (animationObject != null)
animationObject.PoseSkeleton(skeleton, 0f);
}
Update(0);
}
#else
if (!string.IsNullOrEmpty(_animationName)) {
state.SetAnimation(0, _animationName, loop);
Update(0);
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
}
#endif
}