diff --git a/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs b/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs index 8d340d2f3..f1ecd2ea1 100644 --- a/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs +++ b/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs @@ -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.skeletonRenderer = skeletonRendererValue; boneFollower.SetBone(follower.Slot.Data.BoneData.Name); addBoneFollower = false; } diff --git a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs index 28463c371..7014eb727 100644 --- a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs +++ b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs @@ -76,33 +76,40 @@ namespace Spine.Unity { [SerializeField] [SpineAnimation] private string _animationName; + + /// + /// 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. 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; + } + /// Whether or not 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. 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 }