Merge pull request #532 from matthewvroman/master

Fix Unity 4 compile errors
This commit is contained in:
John 2016-03-02 23:56:07 +08:00
commit 5153ea94bf
3 changed files with 14 additions and 4 deletions

View File

@ -2,8 +2,11 @@
namespace Spine.Unity { namespace Spine.Unity {
public static class SpineMesh { public static class SpineMesh {
#if UNITY_5
internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
#else
internal const HideFlags MeshHideflags = HideFlags.DontSave;
#endif
/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary> /// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
public static Mesh NewMesh () { public static Mesh NewMesh () {
var m = new Mesh(); var m = new Mesh();

View File

@ -287,7 +287,8 @@ public class SkeletonRagdoll2D : MonoBehaviour {
// box.offset = new Vector2((b.WorldFlipX ? -length : length) / 2, 0); // box.offset = new Vector2((b.WorldFlipX ? -length : length) / 2, 0);
box.offset = new Vector2(length / 2, 0); box.offset = new Vector2(length / 2, 0);
#else #else
box.center = new Vector2((b.WorldFlipX ? -length : length) / 2, 0); //box.center = new Vector2((b.WorldFlipX ? -length : length) / 2, 0);
box.center = new Vector2(length/2, 0);
#endif #endif
} }
} }

View File

@ -111,8 +111,11 @@ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
float time = stateInfo.normalizedTime * info.clip.length; float time = stateInfo.normalizedTime * info.clip.length;
animationTable[GetAnimationClipNameHashCode(info.clip)].Mix(skeleton, Mathf.Max(0, time - deltaTime), time, stateInfo.loop, null, weight); animationTable[GetAnimationClipNameHashCode(info.clip)].Mix(skeleton, Mathf.Max(0, time - deltaTime), time, stateInfo.loop, null, weight);
} }
#if UNITY_5
if (nextStateInfo.fullPathHash != 0) { if (nextStateInfo.fullPathHash != 0) {
#else
if (nextStateInfo.nameHash != 0) {
#endif
for (int c = 0; c < nextClipInfo.Length; c++) { for (int c = 0; c < nextClipInfo.Length; c++) {
var info = nextClipInfo[c]; var info = nextClipInfo[c];
float weight = info.weight * layerWeight; float weight = info.weight * layerWeight;
@ -150,8 +153,11 @@ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
} }
c = 0; c = 0;
#if UNITY_5
if (nextStateInfo.fullPathHash != 0) { if (nextStateInfo.fullPathHash != 0) {
#else
if (nextStateInfo.nameHash != 0) {
#endif
//apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights) //apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
if (mode == MixMode.SpineStyle) { if (mode == MixMode.SpineStyle) {
for (; c < nextClipInfo.Length; c++) { for (; c < nextClipInfo.Length; c++) {