[unity] Prevent initialize from triggering first AnimationState update. + Cleanup.

This commit is contained in:
pharan 2018-09-24 00:03:47 +08:00
parent 3e997a2765
commit b190af431c
3 changed files with 37 additions and 44 deletions

View File

@ -97,19 +97,13 @@ namespace Spine.Unity {
if (string.IsNullOrEmpty(value)) {
state.ClearTrack(0);
} else {
TrySetAnimation(value, loop);
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(value);
if (animationObject != null)
state.SetAnimation(0, animationObject, loop);
}
}
}
TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
if (animationObject != null)
return state.SetAnimation(0, animationObject, animationLoop);
return null;
}
/// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
public bool loop;
@ -153,27 +147,25 @@ namespace Spine.Unity {
return;
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(_animationName)) {
if (Application.isPlaying) {
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
} else {
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
if (animationObject != null)
animationObject.PoseSkeleton(skeleton, 0f);
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
if (animationObject != null) {
animationObject.PoseSkeleton(skeleton, 0f);
skeleton.UpdateWorldTransform();
#if UNITY_EDITOR
if (Application.isPlaying) {
#endif
// Make this block not run in Unity Editor edit mode.
state.SetAnimation(0, animationObject, loop);
#if UNITY_EDITOR
}
#endif
}
}
#else
if (!string.IsNullOrEmpty(_animationName)) {
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
}
#endif
}
void Update () {

View File

@ -166,7 +166,8 @@ namespace Spine.Unity {
/// <summary>
/// Clears the previously generated mesh and resets the skeleton's pose.</summary>
public virtual void ClearState () {
meshFilter.sharedMesh = null;
var meshFilter = GetComponent<MeshFilter>();
if (meshFilter != null) meshFilter.sharedMesh = null;
currentInstructions.Clear();
if (skeleton != null) skeleton.SetToSetupPose();
}
@ -193,7 +194,7 @@ namespace Spine.Unity {
valid = false;
}
if (!skeletonDataAsset) {
if (skeletonDataAsset == null) {
if (logErrors) Debug.LogError("Missing SkeletonData asset.", this);
return;
}

View File

@ -244,24 +244,24 @@ namespace Spine.Unity {
if (!string.IsNullOrEmpty(initialSkinName))
skeleton.SetSkin(initialSkinName);
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(startingAnimation)) {
if (Application.isPlaying) {
state.SetAnimation(0, startingAnimation, startingLoop);
} else {
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
if (animationObject != null)
animationObject.PoseSkeleton(skeleton, 0);
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
if (animationObject != null) {
animationObject.PoseSkeleton(skeleton, 0f);
skeleton.UpdateWorldTransform();
#if UNITY_EDITOR
if (Application.isPlaying) {
#endif
// Make this block not run in Unity Editor edit mode.
state.SetAnimation(0, animationObject, startingLoop);
#if UNITY_EDITOR
}
#endif
}
Update(0);
}
#else
if (!string.IsNullOrEmpty(startingAnimation)) {
state.SetAnimation(0, startingAnimation, startingLoop);
Update(0);
}
#endif
}
public void UpdateMesh () {