diff --git a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
index 4e038aad9..bfeb523ba 100644
--- a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
+++ b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
@@ -126,11 +126,12 @@ namespace Spine.Unity {
/// Resets the DrawOrder to the Setup Pose's draw order
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);
}
/// Resets the color of a slot to Setup Pose value.
@@ -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
}