[unity] Corrected behaviour of SkeletonGraphic edit reference rect when entering/exiting play mode. See #1640.

This commit is contained in:
Harald Csaszar 2023-03-27 17:42:32 +02:00
parent 25b8310bea
commit 78302ac1d8
2 changed files with 12 additions and 1 deletions

View File

@ -141,9 +141,20 @@ namespace Spine.Unity.Editor {
separatorSlotNames = so.FindProperty("separatorSlotNames"); separatorSlotNames = so.FindProperty("separatorSlotNames");
separatorSlotNames.isExpanded = true; separatorSlotNames.isExpanded = true;
EditorApplication.playModeStateChanged += OnPlaymodeChanged;
} }
void OnDisable () { void OnDisable () {
EditorApplication.playModeStateChanged -= OnPlaymodeChanged;
DisableEditReferenceRectMode();
}
void OnPlaymodeChanged (PlayModeStateChange mode) {
DisableEditReferenceRectMode();
}
void DisableEditReferenceRectMode () {
foreach (UnityEngine.Object c in targets) { foreach (UnityEngine.Object c in targets) {
SkeletonGraphic component = (SkeletonGraphic)c; SkeletonGraphic component = (SkeletonGraphic)c;
component.EditReferenceRect = false; component.EditReferenceRect = false;

View File

@ -321,8 +321,8 @@ namespace Spine.Unity {
public virtual void Update () { public virtual void Update () {
#if UNITY_EDITOR #if UNITY_EDITOR
UpdateReferenceRectSizes();
if (!Application.isPlaying) { if (!Application.isPlaying) {
UpdateReferenceRectSizes();
Update(0f); Update(0f);
return; return;
} }