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

View File

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

View File

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

View File

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

View File

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