[csharp] Better Skeleton.SetSkin docs.

Based on e4ee88574f.
This commit is contained in:
John 2017-09-24 20:59:17 +08:00 committed by GitHub
parent 9e97eb2bfa
commit a8f50bdecc

View File

@ -389,9 +389,14 @@ namespace Spine {
SetSkin(foundSkin);
}
/// <summary>Sets the skin used to look up attachments before looking in the {@link SkeletonData#getDefaultSkin() default
/// skin}. Attachmentsfrom the new skin are attached if the corresponding attachment from the old skin was attached. If
/// there was no old skin, each slot's setup mode attachment is attached from the new skin.</summary>
/// <summary>
/// <para>Attachments from the new skin are attached if the corresponding attachment from the old skin was attached.
/// If there was no old skin, each slot's setup mode attachment is attached from the new skin.</para>
/// <para>After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling
/// <see cref="Skeleton.SetSlotsToSetupPose()"/>.
/// Also, often <see cref="AnimationState.Apply(Skeleton)"/> is called before the next time the
/// skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin.</para>
/// </summary>
/// <param name="newSkin">May be null.</param>
public void SetSkin (Skin newSkin) {
if (newSkin != null) {