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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Fixed IAnimationStateComponent missing (destroyed) component exception due to interface null check instead of using overloaded UnityEngine.Object.operator==. Closes #1972.
IAnimationStateComponent throws exception due to interface null check #1972
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@ -53,8 +53,8 @@ namespace Spine.Unity.Examples {
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#if UNITY_EDITOR
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void OnValidate () {
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if (Application.isPlaying) return;
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spineComponent = spineComponent ?? GetComponent<ISkeletonAnimation>();
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if (spineComponent == null) return;
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if (spineComponent == null) spineComponent = GetComponent<ISkeletonAnimation>();
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if (spineComponent.IsNullOrDestroyed()) return;
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if (bone != null) bone.SetToSetupPose();
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OverrideLocal(spineComponent);
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}
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@ -48,9 +48,11 @@ namespace Spine.Unity.Prototyping {
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IAnimationStateComponent animationStateComponent;
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void Start () {
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skeletonComponent = skeletonComponent ?? GetComponent<ISkeletonComponent>();
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if (skeletonComponent == null)
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skeletonComponent = GetComponent<ISkeletonComponent>();
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if (skeletonComponent == null) return;
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animationStateComponent = animationStateComponent ?? skeletonComponent as IAnimationStateComponent;
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if (animationStateComponent == null)
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animationStateComponent = skeletonComponent as IAnimationStateComponent;
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if (animationStateComponent == null) return;
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var skeleton = skeletonComponent.Skeleton;
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if (skeleton == null) return;
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@ -66,8 +68,8 @@ namespace Spine.Unity.Prototyping {
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}
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void OnDestroy () {
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animationStateComponent = animationStateComponent ?? GetComponent<IAnimationStateComponent>();
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if (animationStateComponent == null) return;
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if (animationStateComponent == null) animationStateComponent = GetComponent<IAnimationStateComponent>();
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if (animationStateComponent.IsNullOrDestroyed()) return;
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var state = animationStateComponent.AnimationState;
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foreach (var ep in events) {
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@ -39,8 +39,16 @@ namespace Spine.Unity {
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public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);
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public interface ISpineComponent { }
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public static class ISpineComponentExtensions {
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public static bool IsNullOrDestroyed (this ISpineComponent component) {
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if (component == null) return true;
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return (UnityEngine.Object)component == null;
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}
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}
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/// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
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public interface ISkeletonAnimation {
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public interface ISkeletonAnimation : ISpineComponent {
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event UpdateBonesDelegate UpdateLocal;
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event UpdateBonesDelegate UpdateWorld;
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event UpdateBonesDelegate UpdateComplete;
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@ -48,13 +56,13 @@ namespace Spine.Unity {
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}
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/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
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public interface IHasSkeletonDataAsset {
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public interface IHasSkeletonDataAsset : ISpineComponent {
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/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
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SkeletonDataAsset SkeletonDataAsset { get; }
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}
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/// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
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public interface ISkeletonComponent {
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public interface ISkeletonComponent : ISpineComponent {
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/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
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//[System.Obsolete]
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SkeletonDataAsset SkeletonDataAsset { get; }
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@ -64,18 +72,18 @@ namespace Spine.Unity {
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}
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/// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
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public interface IAnimationStateComponent {
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public interface IAnimationStateComponent : ISpineComponent {
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/// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
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AnimationState AnimationState { get; }
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}
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/// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary>
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public interface IHasSkeletonRenderer {
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public interface IHasSkeletonRenderer : ISpineComponent {
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SkeletonRenderer SkeletonRenderer { get; }
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}
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/// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
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public interface IHasSkeletonComponent {
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public interface IHasSkeletonComponent : ISpineComponent {
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ISkeletonComponent SkeletonComponent { get; }
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}
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}
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@ -75,7 +75,7 @@ namespace Spine.Unity.Playables {
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}
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protected void HandlePause (Playable playable) {
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if (animationStateComponent == null) return;
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if (animationStateComponent.IsNullOrDestroyed()) return;
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TrackEntry current = animationStateComponent.AnimationState.GetCurrent(trackIndex);
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if (current != null && current == timelineStartedTrackEntry) {
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@ -86,7 +86,7 @@ namespace Spine.Unity.Playables {
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}
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protected void HandleResume (Playable playable) {
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if (animationStateComponent == null) return;
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if (animationStateComponent.IsNullOrDestroyed()) return;
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TrackEntry current = animationStateComponent.AnimationState.GetCurrent(trackIndex);
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if (current != null && current == pausedTrackEntry) {
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@ -95,7 +95,7 @@ namespace Spine.Unity.Playables {
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}
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protected void HandleClipEnd () {
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if (animationStateComponent == null) return;
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if (animationStateComponent.IsNullOrDestroyed()) return;
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var state = animationStateComponent.AnimationState;
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if (endAtClipEnd &&
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@ -116,7 +116,7 @@ namespace Spine.Unity.Playables {
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var skeletonGraphic = playerData as SkeletonGraphic;
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animationStateComponent = playerData as IAnimationStateComponent;
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var skeletonComponent = playerData as ISkeletonComponent;
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if (animationStateComponent == null || skeletonComponent == null) return;
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if (animationStateComponent.IsNullOrDestroyed() || skeletonComponent == null) return;
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var skeleton = skeletonComponent.Skeleton;
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var state = animationStateComponent.AnimationState;
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@ -226,7 +226,7 @@ namespace Spine.Unity.Playables {
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SkeletonAnimation skeletonAnimation, SkeletonGraphic skeletonGraphic) {
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if (Application.isPlaying) return;
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if (skeletonComponent == null || animationStateComponent == null) return;
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if (animationStateComponent.IsNullOrDestroyed() || skeletonComponent == null) return;
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int inputCount = playable.GetInputCount();
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int lastNonZeroWeightTrack = -1;
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