mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Unity optimizations.
This commit is contained in:
parent
d30e5de5be
commit
beeff7d752
@ -40,7 +40,6 @@ public class SkeletonComponent : MonoBehaviour {
|
||||
private Color[] colors;
|
||||
private Vector2[] uvs;
|
||||
private int[] triangles;
|
||||
private int quadCount;
|
||||
private float[] vertexPositions = new float[8];
|
||||
|
||||
public virtual void Clear () {
|
||||
@ -57,6 +56,8 @@ public class SkeletonComponent : MonoBehaviour {
|
||||
mesh.name = "Skeleton Mesh";
|
||||
mesh.hideFlags = HideFlags.HideAndDontSave;
|
||||
|
||||
vertices = new Vector3[0];
|
||||
|
||||
skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false));
|
||||
|
||||
if (initialSkinName != null && initialSkinName.Length > 0) {
|
||||
@ -94,13 +95,27 @@ public class SkeletonComponent : MonoBehaviour {
|
||||
}
|
||||
|
||||
// Ensure mesh data is the right size.
|
||||
if (quadCount != this.quadCount) {
|
||||
this.quadCount = quadCount;
|
||||
if (quadCount > vertices.Length / 4) {
|
||||
vertices = new Vector3[quadCount * 4];
|
||||
colors = new Color[quadCount * 4];
|
||||
uvs = new Vector2[quadCount * 4];
|
||||
triangles = new int[quadCount * 6];
|
||||
mesh.Clear();
|
||||
|
||||
for (int i = 0, n = quadCount; i < n; i++) {
|
||||
int index = i * 6;
|
||||
int vertexIndex = i * 4;
|
||||
triangles[index] = vertexIndex;
|
||||
triangles[index + 1] = vertexIndex + 2;
|
||||
triangles[index + 2] = vertexIndex + 1;
|
||||
triangles[index + 3] = vertexIndex + 2;
|
||||
triangles[index + 4] = vertexIndex + 3;
|
||||
triangles[index + 5] = vertexIndex + 1;
|
||||
}
|
||||
} else {
|
||||
Vector3 zero = new Vector3(0, 0, 0);
|
||||
for (int i = quadCount * 4, n = vertices.Length; i < n; i++)
|
||||
vertices[i] = zero;
|
||||
}
|
||||
|
||||
// Setup mesh.
|
||||
@ -135,14 +150,6 @@ public class SkeletonComponent : MonoBehaviour {
|
||||
uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], 1 - regionUVs[RegionAttachment.Y2]);
|
||||
uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], 1 - regionUVs[RegionAttachment.Y3]);
|
||||
|
||||
int index = quadIndex * 6;
|
||||
triangles[index] = vertexIndex;
|
||||
triangles[index + 1] = vertexIndex + 2;
|
||||
triangles[index + 2] = vertexIndex + 1;
|
||||
triangles[index + 3] = vertexIndex + 2;
|
||||
triangles[index + 4] = vertexIndex + 3;
|
||||
triangles[index + 5] = vertexIndex + 1;
|
||||
|
||||
quadIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user