diff --git a/spine-cocos2dx/src/spine/AttachmentVertices.cpp b/spine-cocos2dx/src/spine/AttachmentVertices.cpp index 698b3118b..0340f3a7f 100644 --- a/spine-cocos2dx/src/spine/AttachmentVertices.cpp +++ b/spine-cocos2dx/src/spine/AttachmentVertices.cpp @@ -35,6 +35,7 @@ namespace spine { AttachmentVertices::AttachmentVertices (Texture2D* texture, int verticesCount, unsigned short* triangles, int trianglesCount) { _texture = texture; + if (_texture) _texture->retain(); _triangles = new TrianglesCommand::Triangles(); _triangles->verts = new V3F_C4B_T2F[verticesCount]; @@ -46,6 +47,7 @@ AttachmentVertices::AttachmentVertices (Texture2D* texture, int verticesCount, u AttachmentVertices::~AttachmentVertices () { delete [] _triangles->verts; delete _triangles; + if (_texture) _texture->release(); } } diff --git a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Asset Types/SkeletonDataAssetInspector.cs b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Asset Types/SkeletonDataAssetInspector.cs index cbd2e7ed8..3817aab83 100644 --- a/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Asset Types/SkeletonDataAssetInspector.cs +++ b/spine-unity/Assets/Spine/Editor/spine-unity/Editor/Asset Types/SkeletonDataAssetInspector.cs @@ -696,11 +696,8 @@ namespace Spine.Unity.Editor { SkeletonAnimation skeletonAnimation; GameObject previewGameObject; internal bool requiresRefresh; - - #if !SPINE_UNITY_2018_PREVIEW_API float animationLastTime; - #endif - + static float CurrentTime { get { return (float)EditorApplication.timeSinceStartup; } } Action Repaint; @@ -793,10 +790,8 @@ namespace Spine.Unity.Editor { if (previewRenderUtility == null) { previewRenderUtility = new PreviewRenderUtility(true); - #if !SPINE_UNITY_2018_PREVIEW_API animationLastTime = CurrentTime; - #endif - + const int PreviewLayer = 30; const int PreviewCameraCullingMask = 1 << PreviewLayer; @@ -885,12 +880,10 @@ namespace Spine.Unity.Editor { if (!EditorApplication.isPlaying) { - #if !SPINE_UNITY_2018_PREVIEW_API float current = CurrentTime; float deltaTime = (current - animationLastTime); skeletonAnimation.Update(deltaTime); animationLastTime = current; - #endif skeletonAnimation.LateUpdate(); }