Better error handling.

This commit is contained in:
NathanSweet 2014-04-26 23:24:37 +02:00
parent 197614ecb2
commit b4698dd7ff
2 changed files with 10 additions and 7 deletions

View File

@ -76,12 +76,14 @@ public class SkeletonRenderer : MonoBehaviour {
submeshMaterials.Clear();
submeshes.Clear();
skeleton = null;
valid = false;
if (!skeletonDataAsset) {
Debug.LogError("Missing SkeletonData asset.", this);
valid = false;
return;
}
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
if (skeletonData == null) return;
valid = true;
meshFilter = GetComponent<MeshFilter>();
@ -89,7 +91,7 @@ public class SkeletonRenderer : MonoBehaviour {
mesh2 = newMesh();
vertices = new Vector3[0];
skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false));
skeleton = new Skeleton(skeletonData);
if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default")
skeleton.SetSkin(initialSkinName);
}

View File

@ -77,19 +77,20 @@ public class SkeletonRenderer : MonoBehaviour {
submeshes.Clear();
skeleton = null;
valid = false;
if (!skeletonDataAsset) {
Debug.LogError("Missing SkeletonData asset.", this);
valid = false;
return;
}
valid = true;
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
if (skeletonData == null) return;
meshFilter = GetComponent<MeshFilter>();
mesh1 = newMesh();
mesh2 = newMesh();
vertices = new Vector3[0];
skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false));
skeleton = new Skeleton(skeletonData);
if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default")
skeleton.SetSkin(initialSkinName);
}