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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] Fixed code where a default skin was assumed to exist (which is no longer the case). Fixes an error at SkeletonDataAsset inspector -> show slots -> show attachments. Closes #1453.
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@ -170,7 +170,8 @@ namespace Spine.Unity.Examples {
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if (skinName != "")
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if (skinName != "")
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skin = skeletonData.FindSkin(skinName);
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skin = skeletonData.FindSkin(skinName);
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skin.SetAttachment(slotIndex, att.Name, att);
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if (skin != null)
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skin.SetAttachment(slotIndex, att.Name, att);
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return att;
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return att;
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}
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}
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@ -497,11 +497,14 @@ namespace Spine.Unity.Editor {
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using (new SpineInspectorUtility.IndentScope()) {
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using (new SpineInspectorUtility.IndentScope()) {
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{
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{
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skin.GetAttachments(i, slotAttachments);
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skin.GetAttachments(i, slotAttachments);
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if (skin != defaultSkin) {
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if (defaultSkin != null) {
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defaultSkin.GetAttachments(i, slotAttachments);
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if (skin != defaultSkin) {
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defaultSkin.GetAttachments(i, defaultSkinAttachments);
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defaultSkin.GetAttachments(i, slotAttachments);
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} else {
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defaultSkin.GetAttachments(i, defaultSkinAttachments);
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defaultSkin.GetAttachments(i, defaultSkinAttachments);
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}
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else {
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defaultSkin.GetAttachments(i, defaultSkinAttachments);
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}
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}
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}
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}
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}
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@ -582,7 +582,7 @@ namespace Spine.Unity.Editor {
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attachmentTable.Add(skeleton.Slots.Items[i], attachments);
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attachmentTable.Add(skeleton.Slots.Items[i], attachments);
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// Add skin attachments.
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// Add skin attachments.
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skin.GetAttachments(i, attachments);
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skin.GetAttachments(i, attachments);
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if (notDefaultSkin) // Add default skin attachments.
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if (notDefaultSkin && defaultSkin != null) // Add default skin attachments.
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defaultSkin.GetAttachments(i, attachments);
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defaultSkin.GetAttachments(i, attachments);
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}
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}
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@ -58,7 +58,7 @@ namespace Spine.Unity.AttachmentTools {
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var defaultSkin = skeleton.data.DefaultSkin;
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var defaultSkin = skeleton.data.DefaultSkin;
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var activeSkin = skeleton.skin;
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var activeSkin = skeleton.skin;
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if (includeDefaultSkin)
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if (includeDefaultSkin && defaultSkin != null)
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defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
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defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
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if (activeSkin != null)
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if (activeSkin != null)
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