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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 01:06:00 +08:00
Merge branch '3.8' into 4.0-beta
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commit
81aee82c91
@ -163,11 +163,10 @@ cocos2d::TrianglesCommand* SkeletonBatch::addCommand(cocos2d::Renderer* renderer
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CCASSERT(programState, "programState should not be null");
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auto& pipelinePS = command->getPipelineDescriptor().programState;
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if (pipelinePS != programState)
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if (pipelinePS == nullptr || pipelinePS->getProgram() != programState->getProgram())
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{
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CC_SAFE_RELEASE(pipelinePS);
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pipelinePS = programState;
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CC_SAFE_RETAIN(pipelinePS);
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pipelinePS = programState->clone();
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updateProgramStateLayout(pipelinePS);
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}
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@ -657,6 +657,9 @@ namespace Spine.Unity {
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go.transform.localPosition = Vector3.zero;
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var canvasRenderer = go.AddComponent<CanvasRenderer>();
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canvasRenderers.Add(canvasRenderer);
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var rawImage = go.AddComponent<RawImage>();
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rawImage.maskable = this.maskable;
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rawImage.raycastTarget = false;
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}
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}
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@ -47,7 +47,7 @@ namespace Spine.Unity.Playables {
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public override double duration {
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get {
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if (template.animationReference == null)
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if (template.animationReference == null || template.animationReference.Animation == null)
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return 0;
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return template.animationReference.Animation.Duration;
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}
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@ -141,7 +141,7 @@ namespace Spine.Unity.Playables {
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var skeleton = skeletonComponent.Skeleton;
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bool skeletonDataMismatch = clipData.animationReference != null &&
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bool skeletonDataMismatch = clipData.animationReference != null && clipData.animationReference.SkeletonDataAsset &&
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skeletonComponent.SkeletonDataAsset.GetSkeletonData(true) != clipData.animationReference.SkeletonDataAsset.GetSkeletonData(true);
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if (skeletonDataMismatch) {
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Debug.LogWarningFormat("SpineAnimationStateMixerBehaviour tried to apply an animation for the wrong skeleton. Expected {0}. Was {1}",
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@ -119,13 +119,12 @@ namespace Spine {
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if (count< 3) throw new ArgumentException("Polygon must contain at least 3 vertices");
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offset <<= 1;
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count <<= 1;
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var firstX = polygonVertices[offset];
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var firstY = polygonVertices[offset + 1];
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var last = offset + count;
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for (int i = offset, n = offset + count - 2; i<n; i += 2) {
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for (int i = offset, n = offset + count; i < n; i += 2) {
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var x1 = polygonVertices[i];
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var y1 = polygonVertices[i + 1];
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