Deleted useAnimationName. Cleaned up examples.

useAnimationName isn't needed now that animationName is just a property that sets the animation for track zero.
This commit is contained in:
NathanSweet 2013-10-03 21:47:55 +02:00
parent 64d50d5edc
commit 9ab690005a
7 changed files with 19 additions and 40 deletions

View File

@ -38,13 +38,12 @@ using UnityEngine;
[CustomEditor(typeof(SkeletonAnimation))]
public class SkeletonAnimationInspector : Editor {
private SerializedProperty skeletonDataAsset, initialSkinName, timeScale, normals, tangents;
private SerializedProperty animationName, loop, useAnimationName;
private SerializedProperty animationName, loop;
void OnEnable () {
skeletonDataAsset = serializedObject.FindProperty("skeletonDataAsset");
animationName = serializedObject.FindProperty("_animationName");
loop = serializedObject.FindProperty("loop");
useAnimationName = serializedObject.FindProperty("useAnimationName");
initialSkinName = serializedObject.FindProperty("initialSkinName");
timeScale = serializedObject.FindProperty("timeScale");
normals = serializedObject.FindProperty("calculateNormals");
@ -79,15 +78,14 @@ public class SkeletonAnimationInspector : Editor {
initialSkinName.stringValue = skins[skinIndex];
// Animation name.
String[] animations = new String[component.skeleton.Data.Animations.Count + 2];
animations[0] = "<No Change>";
animations[1] = "<None>";
int animationIndex = useAnimationName.boolValue ? 1 : 0;
for (int i = 0; i < animations.Length - 2; i++) {
String[] animations = new String[component.skeleton.Data.Animations.Count + 1];
animations[0] = "<None>";
int animationIndex = 0;
for (int i = 0; i < animations.Length - 1; i++) {
String name = component.skeleton.Data.Animations[i].Name;
animations[i + 2] = name;
animations[i + 1] = name;
if (name == animationName.stringValue)
animationIndex = i + 2;
animationIndex = i + 1;
}
EditorGUILayout.BeginHorizontal();
@ -97,16 +95,10 @@ public class SkeletonAnimationInspector : Editor {
EditorGUIUtility.LookLikeInspector();
EditorGUILayout.EndHorizontal();
if (animationIndex == 0) {
if (animationIndex == 0)
component.animationName = null;
useAnimationName.boolValue = false;
} else if (animationIndex == 1) {
component.animationName = null;
useAnimationName.boolValue = true;
} else {
else
component.animationName = animations[animationIndex];
useAnimationName.boolValue = true;
}
}
// Animation loop.

View File

@ -49,7 +49,6 @@ public class Spineboy : MonoBehaviour {
}
void OnMouseDown() {
skeleton.useAnimationName = false;
skeleton.state.SetAnimation(0, "jump", false);
skeleton.state.AddAnimation(0, "walk", true, 0);
}

View File

@ -38,13 +38,12 @@ using UnityEngine;
[CustomEditor(typeof(SkeletonAnimation))]
public class SkeletonAnimationInspector : Editor {
private SerializedProperty skeletonDataAsset, initialSkinName, timeScale, normals, tangents;
private SerializedProperty animationName, loop, useAnimationName;
private SerializedProperty animationName, loop;
void OnEnable () {
skeletonDataAsset = serializedObject.FindProperty("skeletonDataAsset");
animationName = serializedObject.FindProperty("_animationName");
loop = serializedObject.FindProperty("loop");
useAnimationName = serializedObject.FindProperty("useAnimationName");
initialSkinName = serializedObject.FindProperty("initialSkinName");
timeScale = serializedObject.FindProperty("timeScale");
normals = serializedObject.FindProperty("calculateNormals");
@ -79,15 +78,14 @@ public class SkeletonAnimationInspector : Editor {
initialSkinName.stringValue = skins[skinIndex];
// Animation name.
String[] animations = new String[component.skeleton.Data.Animations.Count + 2];
animations[0] = "<No Change>";
animations[1] = "<None>";
int animationIndex = useAnimationName.boolValue ? 1 : 0;
for (int i = 0; i < animations.Length - 2; i++) {
String[] animations = new String[component.skeleton.Data.Animations.Count + 1];
animations[0] = "<None>";
int animationIndex = 0;
for (int i = 0; i < animations.Length - 1; i++) {
String name = component.skeleton.Data.Animations[i].Name;
animations[i + 2] = name;
animations[i + 1] = name;
if (name == animationName.stringValue)
animationIndex = i + 2;
animationIndex = i + 1;
}
EditorGUILayout.BeginHorizontal();
@ -97,16 +95,10 @@ public class SkeletonAnimationInspector : Editor {
EditorGUIUtility.LookLikeInspector();
EditorGUILayout.EndHorizontal();
if (animationIndex == 0) {
if (animationIndex == 0)
component.animationName = null;
useAnimationName.boolValue = false;
} else if (animationIndex == 1) {
component.animationName = null;
useAnimationName.boolValue = true;
} else {
else
component.animationName = animations[animationIndex];
useAnimationName.boolValue = true;
}
}
// Animation loop.

View File

@ -40,7 +40,6 @@ using Spine;
/** Extends SkeletonComponent to apply an animation. */
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class SkeletonAnimation : SkeletonComponent {
public bool useAnimationName;
public bool loop;
public Spine.AnimationState state;
@ -51,7 +50,6 @@ public class SkeletonAnimation : SkeletonComponent {
return entry == null ? null : entry.Animation.Name;
}
set {
if (!useAnimationName) return;
if (_animationName == value) return;
_animationName = value;
if (value == null || value.Length == 0)

View File

@ -40,9 +40,7 @@ public class Spineboy : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
public void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
skeletonAnimation.state.SetAnimation(0, "walk", true);
skeletonAnimation = GetComponent<SkeletonAnimation>();
skeletonAnimation.state.Event += new EventHandler<EventTriggeredArgs>(Event);
}