[unity] Fix auto-assigning BoneFollower bone.

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John 2017-12-22 14:16:39 +08:00 committed by GitHub
parent 5be75c9f6d
commit 9a65761814
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@ -75,13 +75,13 @@ namespace Spine.Unity.Editor {
serializedObject.ApplyModifiedProperties();
}
var sr = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (sr != null && sr.gameObject == follower.gameObject) {
var skeletonRendererValue = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (skeletonRendererValue != null && skeletonRendererValue.gameObject == follower.gameObject) {
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
EditorGUILayout.HelpBox("It's ideal to add BoundingBoxFollower to a separate child GameObject of the Spine GameObject.", MessageType.Warning);
if (GUILayout.Button(new GUIContent("Move BoundingBoxFollower to new GameObject", Icons.boundingBox), GUILayout.Height(50f))) {
AddBoundingBoxFollowerChild(sr, follower);
AddBoundingBoxFollowerChild(skeletonRendererValue, follower);
DestroyImmediate(follower);
return;
}
@ -156,6 +156,7 @@ namespace Spine.Unity.Editor {
if (Event.current.type == EventType.Repaint) {
if (addBoneFollower) {
var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
boneFollower.skeletonRenderer = skeletonRendererValue;
boneFollower.SetBone(follower.Slot.Data.BoneData.Name);
addBoneFollower = false;
}