diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/PlayableHandle Component/SkeletonAnimationPlayableHandle.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/PlayableHandle Component/SkeletonAnimationPlayableHandle.cs index a16737d34..75ccf59f3 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/PlayableHandle Component/SkeletonAnimationPlayableHandle.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/PlayableHandle Component/SkeletonAnimationPlayableHandle.cs @@ -42,7 +42,6 @@ namespace Spine.Unity.Playables { public class SkeletonAnimationPlayableHandle : SpinePlayableHandleBase { #region Inspector public SkeletonAnimation skeletonAnimation; - //public float fadeOutDuration = 0.5f; #if UNITY_EDITOR void OnValidate () { @@ -53,8 +52,6 @@ namespace Spine.Unity.Playables { #endregion - //readonly HashSet frameAppliedProperties = new HashSet(); - public override Skeleton Skeleton { get { return skeletonAnimation.Skeleton; } } public override SkeletonData SkeletonData { get { return skeletonAnimation.Skeleton.data; } } @@ -62,52 +59,7 @@ namespace Spine.Unity.Playables { void Awake () { if (skeletonAnimation == null) skeletonAnimation = GetComponent(); - - //frameAppliedProperties.Clear(); } - - //Skeleton skeleton; - //int frameTrackCount = 0; - //int frameCurrentInputs = 0; - //bool firstCleared = false; - //int lastApplyFrame = 0; - //public override void ProcessFrame (Playable playable, FrameData info, SpineAnimationMixerBehaviour mixer) { - // if (skeletonAnimation == null) return; - // if (skeleton == null) skeleton = skeletonAnimation.Skeleton; - - // // New frame. - // if (lastApplyFrame != Time.frameCount) { - // if (frameTrackCount > 0) - // frameAppliedProperties.Clear(); - - // frameCurrentInputs = 0; - // frameTrackCount = 0; - // } - // lastApplyFrame = Time.frameCount; - - // int currentInputs = mixer.ApplyPlayableFrame(playable, skeleton, frameAppliedProperties, frameTrackCount); - // frameCurrentInputs += currentInputs; - - // // EXPERIMENTAL: Handle overriding SkeletonAnimation.AnimationState. - // if (frameCurrentInputs > 0) { - // var state = skeletonAnimation.AnimationState; - - // if (!firstCleared) { - // firstCleared = true; - // for (int i = 0; i < 4; i++) { - // if (state.GetCurrent(i) != null) state.SetEmptyAnimation(i, fadeOutDuration); - // } - // } - - // // Update again whenever an animation is playing in the AnimationState. Quite wasteful. - // //if (state.GetCurrent(0) != null) { - // skeleton.UpdateWorldTransform(); - // //} - // } - - // frameTrackCount++; - //} #endif } - } diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/PlayableHandle Component/SpinePlayableHandleBase.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/PlayableHandle Component/SpinePlayableHandleBase.cs index 691b2e3d4..8eadd48ad 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/PlayableHandle Component/SpinePlayableHandleBase.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/PlayableHandle Component/SpinePlayableHandleBase.cs @@ -45,10 +45,6 @@ namespace Spine.Unity.Playables { public abstract Skeleton Skeleton { get; } - /// MixerBehaviour ProcessFrame method handler. - /// Returns true if a playable was applied previously - //public abstract void ProcessFrame (Playable playable, FrameData info, SpineAnimationMixerBehaviour mixer); - /// Subscribe to this to handle user events played by the Unity playable public event SpineEventDelegate AnimationEvents; diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/SpineAnimationState/SpineAnimationStateClip.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/SpineAnimationState/SpineAnimationStateClip.cs index f3b6c175d..8f6bc4e22 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/SpineAnimationState/SpineAnimationStateClip.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Modules/Timeline/SpineAnimationState/SpineAnimationStateClip.cs @@ -42,7 +42,7 @@ namespace Spine.Unity.Playables { public override Playable CreatePlayable (PlayableGraph graph, GameObject owner) { var playable = ScriptPlayable.Create(graph, template); - playable.GetBehaviour(); //SpineAnimationStateBehaviour clone = playable.GetBehaviour(); + playable.GetBehaviour(); return playable; } }