mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-09 00:30:12 +08:00
Merge remote-tracking branch 'EsotericSoftware/3.6' into 3.6
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commit
419d035636
@ -75,13 +75,13 @@ namespace Spine.Unity.Editor {
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serializedObject.ApplyModifiedProperties();
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}
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var sr = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
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if (sr != null && sr.gameObject == follower.gameObject) {
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var skeletonRendererValue = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
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if (skeletonRendererValue != null && skeletonRendererValue.gameObject == follower.gameObject) {
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using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
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EditorGUILayout.HelpBox("It's ideal to add BoundingBoxFollower to a separate child GameObject of the Spine GameObject.", MessageType.Warning);
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if (GUILayout.Button(new GUIContent("Move BoundingBoxFollower to new GameObject", Icons.boundingBox), GUILayout.Height(50f))) {
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AddBoundingBoxFollowerChild(sr, follower);
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AddBoundingBoxFollowerChild(skeletonRendererValue, follower);
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DestroyImmediate(follower);
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return;
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}
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@ -156,6 +156,7 @@ namespace Spine.Unity.Editor {
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if (Event.current.type == EventType.Repaint) {
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if (addBoneFollower) {
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var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
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boneFollower.skeletonRenderer = skeletonRendererValue;
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boneFollower.SetBone(follower.Slot.Data.BoneData.Name);
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addBoneFollower = false;
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}
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@ -76,33 +76,40 @@ namespace Spine.Unity {
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[SerializeField]
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[SpineAnimation]
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private string _animationName;
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/// <summary>
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/// 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.
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/// 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>
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public string AnimationName {
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get {
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if (!valid) {
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Debug.LogWarning("You tried access AnimationName but the SkeletonAnimation was not valid. Try checking your Skeleton Data for errors.");
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return null;
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return _animationName;
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} else {
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TrackEntry entry = state.GetCurrent(0);
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return entry == null ? null : entry.Animation.Name;
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}
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TrackEntry entry = state.GetCurrent(0);
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return entry == null ? null : entry.Animation.Name;
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}
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set {
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if (_animationName == value)
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return;
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_animationName = value;
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if (!valid) {
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Debug.LogWarning("You tried to change AnimationName but the SkeletonAnimation was not valid. Try checking your Skeleton Data for errors.");
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return;
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}
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if (string.IsNullOrEmpty(value))
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if (string.IsNullOrEmpty(value)) {
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state.ClearTrack(0);
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else
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state.SetAnimation(0, value, loop);
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} else {
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TrySetAnimation(value, loop);
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}
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}
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}
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TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
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var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
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if (animationObject != null)
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return state.SetAnimation(0, animationObject, animationLoop);
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return null;
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}
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/// <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>
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public bool loop;
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@ -150,19 +157,21 @@ namespace Spine.Unity {
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#if UNITY_EDITOR
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if (!string.IsNullOrEmpty(_animationName)) {
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if (Application.isPlaying) {
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state.SetAnimation(0, _animationName, loop);
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TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
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if (startingTrack != null)
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Update(0);
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} else {
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// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
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var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
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if (animationObject != null)
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animationObject.PoseSkeleton(skeleton, 0f);
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}
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Update(0);
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}
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#else
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if (!string.IsNullOrEmpty(_animationName)) {
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state.SetAnimation(0, _animationName, loop);
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Update(0);
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TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
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if (startingTrack != null)
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Update(0);
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}
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#endif
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}
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