[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
This commit is contained in:
Harald Csaszar 2021-10-27 18:04:47 +02:00
parent 12cd0d7c0b
commit 4b70b1489c
4 changed files with 27 additions and 17 deletions

View File

@ -53,8 +53,8 @@ namespace Spine.Unity.Examples {
#if UNITY_EDITOR
void OnValidate () {
if (Application.isPlaying) return;
spineComponent = spineComponent ?? GetComponent<ISkeletonAnimation>();
if (spineComponent == null) return;
if (spineComponent == null) spineComponent = GetComponent<ISkeletonAnimation>();
if (spineComponent.IsNullOrDestroyed()) return;
if (bone != null) bone.SetToSetupPose();
OverrideLocal(spineComponent);
}

View File

@ -48,9 +48,11 @@ namespace Spine.Unity.Prototyping {
IAnimationStateComponent animationStateComponent;
void Start () {
skeletonComponent = skeletonComponent ?? GetComponent<ISkeletonComponent>();
if (skeletonComponent == null)
skeletonComponent = GetComponent<ISkeletonComponent>();
if (skeletonComponent == null) return;
animationStateComponent = animationStateComponent ?? skeletonComponent as IAnimationStateComponent;
if (animationStateComponent == null)
animationStateComponent = skeletonComponent as IAnimationStateComponent;
if (animationStateComponent == null) return;
var skeleton = skeletonComponent.Skeleton;
if (skeleton == null) return;
@ -66,8 +68,8 @@ namespace Spine.Unity.Prototyping {
}
void OnDestroy () {
animationStateComponent = animationStateComponent ?? GetComponent<IAnimationStateComponent>();
if (animationStateComponent == null) return;
if (animationStateComponent == null) animationStateComponent = GetComponent<IAnimationStateComponent>();
if (animationStateComponent.IsNullOrDestroyed()) return;
var state = animationStateComponent.AnimationState;
foreach (var ep in events) {

View File

@ -39,8 +39,16 @@ namespace Spine.Unity {
public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);
public interface ISpineComponent { }
public static class ISpineComponentExtensions {
public static bool IsNullOrDestroyed (this ISpineComponent component) {
if (component == null) return true;
return (UnityEngine.Object)component == null;
}
}
/// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
public interface ISkeletonAnimation {
public interface ISkeletonAnimation : ISpineComponent {
event UpdateBonesDelegate UpdateLocal;
event UpdateBonesDelegate UpdateWorld;
event UpdateBonesDelegate UpdateComplete;
@ -48,13 +56,13 @@ namespace Spine.Unity {
}
/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
public interface IHasSkeletonDataAsset {
public interface IHasSkeletonDataAsset : ISpineComponent {
/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
SkeletonDataAsset SkeletonDataAsset { get; }
}
/// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
public interface ISkeletonComponent {
public interface ISkeletonComponent : ISpineComponent {
/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
//[System.Obsolete]
SkeletonDataAsset SkeletonDataAsset { get; }
@ -64,18 +72,18 @@ namespace Spine.Unity {
}
/// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
public interface IAnimationStateComponent {
public interface IAnimationStateComponent : ISpineComponent {
/// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
AnimationState AnimationState { get; }
}
/// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary>
public interface IHasSkeletonRenderer {
public interface IHasSkeletonRenderer : ISpineComponent {
SkeletonRenderer SkeletonRenderer { get; }
}
/// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
public interface IHasSkeletonComponent {
public interface IHasSkeletonComponent : ISpineComponent {
ISkeletonComponent SkeletonComponent { get; }
}
}

View File

@ -75,7 +75,7 @@ namespace Spine.Unity.Playables {
}
protected void HandlePause (Playable playable) {
if (animationStateComponent == null) return;
if (animationStateComponent.IsNullOrDestroyed()) return;
TrackEntry current = animationStateComponent.AnimationState.GetCurrent(trackIndex);
if (current != null && current == timelineStartedTrackEntry) {
@ -86,7 +86,7 @@ namespace Spine.Unity.Playables {
}
protected void HandleResume (Playable playable) {
if (animationStateComponent == null) return;
if (animationStateComponent.IsNullOrDestroyed()) return;
TrackEntry current = animationStateComponent.AnimationState.GetCurrent(trackIndex);
if (current != null && current == pausedTrackEntry) {
@ -95,7 +95,7 @@ namespace Spine.Unity.Playables {
}
protected void HandleClipEnd () {
if (animationStateComponent == null) return;
if (animationStateComponent.IsNullOrDestroyed()) return;
var state = animationStateComponent.AnimationState;
if (endAtClipEnd &&
@ -116,7 +116,7 @@ namespace Spine.Unity.Playables {
var skeletonGraphic = playerData as SkeletonGraphic;
animationStateComponent = playerData as IAnimationStateComponent;
var skeletonComponent = playerData as ISkeletonComponent;
if (animationStateComponent == null || skeletonComponent == null) return;
if (animationStateComponent.IsNullOrDestroyed() || skeletonComponent == null) return;
var skeleton = skeletonComponent.Skeleton;
var state = animationStateComponent.AnimationState;
@ -226,7 +226,7 @@ namespace Spine.Unity.Playables {
SkeletonAnimation skeletonAnimation, SkeletonGraphic skeletonGraphic) {
if (Application.isPlaying) return;
if (skeletonComponent == null || animationStateComponent == null) return;
if (animationStateComponent.IsNullOrDestroyed() || skeletonComponent == null) return;
int inputCount = playable.GetInputCount();
int lastNonZeroWeightTrack = -1;