[unity] SkeletonMecanim: Changed default MixMode to MixMode.SpineStyle since this potentially prevents dipping to setup pose problems. Cleanup of old text strings mentioning SkeletonAnimator instead of SkeletonMecanim.

This commit is contained in:
Harald Csaszar 2019-07-16 22:26:59 +02:00
parent f5f77ef481
commit 848faf08b3
5 changed files with 8 additions and 6 deletions

View File

@ -558,7 +558,7 @@ namespace Spine.Unity.Editor {
void DrawUnityTools () {
#if SPINE_SKELETON_MECANIM
using (new SpineInspectorUtility.BoxScope()) {
isMecanimExpanded = EditorGUILayout.Foldout(isMecanimExpanded, SpineInspectorUtility.TempContent("SkeletonAnimator", SpineInspectorUtility.UnityIcon<SceneAsset>()));
isMecanimExpanded = EditorGUILayout.Foldout(isMecanimExpanded, SpineInspectorUtility.TempContent("SkeletonMecanim", SpineInspectorUtility.UnityIcon<SceneAsset>()));
if (isMecanimExpanded) {
using (new SpineInspectorUtility.IndentScope()) {
EditorGUILayout.PropertyField(controller, SpineInspectorUtility.TempContent("Controller", SpineInspectorUtility.UnityIcon<Animator>()));
@ -570,7 +570,7 @@ namespace Spine.Unity.Editor {
if (GUILayout.Button(SpineInspectorUtility.TempContent("Generate Mecanim Controller"), GUILayout.Height(20)))
SkeletonBaker.GenerateMecanimAnimationClips(targetSkeletonDataAsset);
}
EditorGUILayout.HelpBox("SkeletonAnimator is the Mecanim alternative to SkeletonAnimation.\nIt is not required.", MessageType.Info);
EditorGUILayout.HelpBox("SkeletonMecanim is the Mecanim alternative to SkeletonAnimation.\nIt is not required.", MessageType.Info);
} else {

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@ -174,7 +174,7 @@ namespace Spine.Unity.Editor {
} else {
var boneFollowerSkeletonGraphic = targetBoneFollower.skeletonGraphic;
if (boneFollowerSkeletonGraphic == null) {
EditorGUILayout.HelpBox("SkeletonGraphic is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonAnimator).", MessageType.Warning);
EditorGUILayout.HelpBox("SkeletonGraphic is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonMecanim).", MessageType.Warning);
} else {
boneFollowerSkeletonGraphic.Initialize(false);

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@ -180,7 +180,7 @@ namespace Spine.Unity.Editor {
} else {
var boneFollowerSkeletonRenderer = targetBoneFollower.skeletonRenderer;
if (boneFollowerSkeletonRenderer == null) {
EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonAnimator).", MessageType.Warning);
EditorGUILayout.HelpBox("SkeletonRenderer is unassigned. Please assign a SkeletonRenderer (SkeletonAnimation or SkeletonMecanim).", MessageType.Warning);
} else {
boneFollowerSkeletonRenderer.Initialize(false);

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@ -71,7 +71,7 @@ namespace Spine.Unity.Editor {
/// </summary>
public static class SkeletonBaker {
#region SkeletonAnimator's Mecanim Clips
#region SkeletonMecanim's Mecanim Clips
#if SPINE_SKELETONMECANIM
public static void UpdateMecanimClips (SkeletonDataAsset skeletonDataAsset) {
if (skeletonDataAsset.controller == null)

View File

@ -159,8 +159,10 @@ namespace Spine.Unity {
}
public void Apply (Skeleton skeleton) {
if (layerMixModes.Length < animator.layerCount)
if (layerMixModes.Length < animator.layerCount) {
System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
layerMixModes[animator.layerCount-1] = MixMode.SpineStyle;
}
#if UNITY_EDITOR
if (!Application.isPlaying) {