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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-09 00:30:12 +08:00
one more is + as -> as + null check
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commit
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@ -303,8 +303,8 @@ public class SkeletonRenderer : MonoBehaviour {
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} else {
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if (!renderMeshes)
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continue;
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if (attachment is MeshAttachment) {
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MeshAttachment meshAttachment = (MeshAttachment)attachment;
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MeshAttachment meshAttachment = attachment as MeshAttachment;
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if (meshAttachment != null) {
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int meshVertexCount = meshAttachment.vertices.Length;
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if (tempVertices.Length < meshVertexCount)
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this.tempVertices = tempVertices = new float[meshVertexCount];
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@ -327,29 +327,31 @@ public class SkeletonRenderer : MonoBehaviour {
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uvs[vertexIndex].x = meshUVs[ii];
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uvs[vertexIndex].y = meshUVs[ii + 1];
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}
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} else if (attachment is SkinnedMeshAttachment) {
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SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
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int meshVertexCount = meshAttachment.uvs.Length;
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if (tempVertices.Length < meshVertexCount)
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this.tempVertices = tempVertices = new float[meshVertexCount];
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meshAttachment.ComputeWorldVertices(slot, tempVertices);
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} else {
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SkinnedMeshAttachment skinnedMeshAttachment = attachment as SkinnedMeshAttachment;
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if (skinnedMeshAttachment != null) {
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int meshVertexCount = skinnedMeshAttachment.uvs.Length;
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if (tempVertices.Length < meshVertexCount)
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this.tempVertices = tempVertices = new float[meshVertexCount];
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skinnedMeshAttachment.ComputeWorldVertices(slot, tempVertices);
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color.a = (byte)(a * slot.a * meshAttachment.a);
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color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
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color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
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color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
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if (slot.data.additiveBlending)
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color.a = 0;
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color.a = (byte)(a * slot.a * skinnedMeshAttachment.a);
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color.r = (byte)(r * slot.r * skinnedMeshAttachment.r * color.a);
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color.g = (byte)(g * slot.g * skinnedMeshAttachment.g * color.a);
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color.b = (byte)(b * slot.b * skinnedMeshAttachment.b * color.a);
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if (slot.data.additiveBlending)
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color.a = 0;
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float[] meshUVs = meshAttachment.uvs;
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float z = i * zSpacing;
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for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
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vertices[vertexIndex].x = tempVertices[ii];
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vertices[vertexIndex].y = tempVertices[ii + 1];
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vertices[vertexIndex].z = z;
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colors[vertexIndex] = color;
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uvs[vertexIndex].x = meshUVs[ii];
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uvs[vertexIndex].y = meshUVs[ii + 1];
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float[] meshUVs = skinnedMeshAttachment.uvs;
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float z = i * zSpacing;
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for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
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vertices[vertexIndex].x = tempVertices[ii];
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vertices[vertexIndex].y = tempVertices[ii + 1];
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vertices[vertexIndex].z = z;
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colors[vertexIndex] = color;
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uvs[vertexIndex].x = meshUVs[ii];
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uvs[vertexIndex].y = meshUVs[ii + 1];
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}
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}
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}
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}
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