[Unity] 3.1.05 compatibility and cleanup for SkeletonExtensions.

This commit is contained in:
pharan 2016-04-14 03:40:50 +08:00
parent bf35d4979e
commit 7a3c24b4fb

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@ -126,11 +126,12 @@ namespace Spine.Unity {
/// <summary>Resets the DrawOrder to the Setup Pose's draw order</summary>
public static void SetDrawOrderToSetupPose (this Skeleton skeleton) {
var slotsItems = skeleton.slots.Items;
var drawOrder = skeleton.drawOrder;
int n = skeleton.slots.Count;
var drawOrder = skeleton.drawOrder;
drawOrder.Clear(false);
for (int i = 0, n = skeleton.slots.Count; i < n; i++)
drawOrder.Add(slotsItems[i]);
drawOrder.GrowIfNeeded(n);
System.Array.Copy(slotsItems, drawOrder.Items, n);
}
/// <summary>Resets the color of a slot to Setup Pose value.</summary>
@ -160,14 +161,12 @@ namespace Spine.Unity {
for (int i = 0, n = timelinesItems.Length; i < n; i++)
timelinesItems[i].SetToSetupPose(skeleton);
}
// For each timeline type.
// Timelines know how to apply themselves based on skeleton data; They should know how to reset the skeleton back to skeleton data?
public static void SetToSetupPose (this Timeline timeline, Skeleton skeleton) {
if (timeline != null) {
// sorted according to assumed likelihood here
// Bone stuff
// Bone
if (timeline is RotateTimeline) {
var bone = skeleton.bones.Items[((RotateTimeline)timeline).boneIndex];
bone.rotation = bone.data.rotation;
@ -181,13 +180,12 @@ namespace Spine.Unity {
bone.scaleY = bone.data.scaleY;
// Attachment stuff. How do you reset FFD?
} else if (timeline is FFDTimeline) {
var slot = skeleton.slots.Items[((FFDTimeline)timeline).slotIndex];
slot.attachmentVerticesCount = 0; // This causes (Weighted)MeshAttachment.ComputeWorldVertices to use its internal(stateless) vertex array.
//slot.attachmentTime = bone.skeleton.time; // Currently inconsequential. (Spine 3.1)
// Attachment
} else if (timeline is FfdTimeline) {
var slot = skeleton.slots.Items[((FfdTimeline)timeline).slotIndex];
slot.attachmentVerticesCount = 0;
// Slot stuff. This is heavy to do every frame. Maybe not do it?
// Slot
} else if (timeline is AttachmentTimeline) {
skeleton.SetSlotAttachmentToSetupPose(((AttachmentTimeline)timeline).slotIndex);
@ -195,7 +193,7 @@ namespace Spine.Unity {
skeleton.slots.Items[((ColorTimeline)timeline).slotIndex].SetColorToSetupPose();
// Constraint Stuff
// Constraint
} else if (timeline is IkConstraintTimeline) {
var ikTimeline = (IkConstraintTimeline)timeline;
var ik = skeleton.ikConstraints.Items[ikTimeline.ikConstraintIndex];
@ -203,16 +201,14 @@ namespace Spine.Unity {
ik.bendDirection = data.bendDirection;
ik.mix = data.mix;
// Skeleton stuff. Skeleton.SetDrawOrderToSetupPose. This is heavy to do every frame. Maybe not do it?
// Skeleton
} else if (timeline is DrawOrderTimeline) {
skeleton.SetDrawOrderToSetupPose();
}
}
}
#endregion
}