From 5be75c9f6df3d9c10583a1a1fd740e30fadf9c2a Mon Sep 17 00:00:00 2001 From: John Date: Thu, 21 Dec 2017 07:40:22 +0800 Subject: [PATCH] [unity] Handle invalid SkeletonAnimation property behavior. --- .../Assets/spine-unity/SkeletonAnimation.cs | 44 +++++++++++-------- 1 file changed, 25 insertions(+), 19 deletions(-) diff --git a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs index 71e363a18..7014eb727 100644 --- a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs +++ b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs @@ -76,33 +76,40 @@ namespace Spine.Unity { [SerializeField] [SpineAnimation] private string _animationName; + + /// + /// 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. 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; + } + /// Whether or not 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. 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 }