[spine-unity] Fix SkeletonGhostRenderer namespace.

This commit is contained in:
John 2016-07-05 05:15:17 +08:00 committed by GitHub
parent ebd8831a17
commit bde07221b3

View File

@ -1,4 +1,4 @@
/***************************************************************************** /*****************************************************************************
* SkeletonGhostRenderer created by Mitch Thompson * SkeletonGhostRenderer created by Mitch Thompson
* Full irrevocable rights and permissions granted to Esoteric Software * Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/ *****************************************************************************/
@ -6,6 +6,7 @@
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
namespace Spine.Unity.Modules {
public class SkeletonGhostRenderer : MonoBehaviour { public class SkeletonGhostRenderer : MonoBehaviour {
public float fadeSpeed = 10; public float fadeSpeed = 10;
@ -24,21 +25,16 @@ public class SkeletonGhostRenderer : MonoBehaviour {
StopAllCoroutines(); StopAllCoroutines();
gameObject.SetActive(true); gameObject.SetActive(true);
meshRenderer.sharedMaterials = materials; meshRenderer.sharedMaterials = materials;
meshRenderer.sortingLayerID = sortingLayerID; meshRenderer.sortingLayerID = sortingLayerID;
meshRenderer.sortingOrder = sortingOrder; meshRenderer.sortingOrder = sortingOrder;
meshFilter.sharedMesh = Instantiate(mesh);
meshFilter.sharedMesh = (Mesh)Instantiate(mesh);
colors = meshFilter.sharedMesh.colors32; colors = meshFilter.sharedMesh.colors32;
if ((color.a + color.r + color.g + color.b) > 0) { if ((color.a + color.r + color.g + color.b) > 0) {
for (int i = 0; i < colors.Length; i++) { for (int i = 0; i < colors.Length; i++)
colors[i] = color; colors[i] = color;
} }
}
fadeSpeed = speed; fadeSpeed = speed;
@ -51,7 +47,6 @@ public class SkeletonGhostRenderer : MonoBehaviour {
IEnumerator Fade () { IEnumerator Fade () {
Color32 c; Color32 c;
for (int t = 0; t < 500; t++) { for (int t = 0; t < 500; t++) {
bool breakout = true; bool breakout = true;
for (int i = 0; i < colors.Length; i++) { for (int i = 0; i < colors.Length; i++) {
c = colors[i]; c = colors[i];
@ -60,16 +55,15 @@ public class SkeletonGhostRenderer : MonoBehaviour {
colors[i] = Color32.Lerp(c, black, Time.deltaTime * fadeSpeed); colors[i] = Color32.Lerp(c, black, Time.deltaTime * fadeSpeed);
} }
meshFilter.sharedMesh.colors32 = colors; meshFilter.sharedMesh.colors32 = colors;
if (breakout) if (breakout)
break; break;
yield return null; yield return null;
} }
Destroy(meshFilter.sharedMesh); Destroy(meshFilter.sharedMesh);
gameObject.SetActive(false); gameObject.SetActive(false);
} }
@ -108,3 +102,5 @@ public class SkeletonGhostRenderer : MonoBehaviour {
Destroy(gameObject); Destroy(gameObject);
} }
} }
}