[unity] Handle invalid SkeletonAnimation property behavior.

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John 2017-12-21 07:40:22 +08:00 committed by GitHub
parent 613b098b53
commit 5be75c9f6d
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@ -76,33 +76,40 @@ namespace Spine.Unity {
[SerializeField]
[SpineAnimation]
private string _animationName;
/// <summary>
/// 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.</summary>
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;
}
/// <summary>Whether or not <see cref="AnimationName"/> 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.</summary>
public bool loop;
@ -150,22 +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)) {
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
if (animationObject != null) {
state.SetAnimation(0, animationObject, loop);
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
}
}
#endif
}