[unity] Minor: whitespace fixes of previous commit 7a999ea. See #2632.

This commit is contained in:
Harald Csaszar 2024-09-12 16:28:04 +02:00
parent 7a999ea934
commit c3feed0535

View File

@ -538,9 +538,9 @@ namespace Spine.Unity {
wsii[i].material = overrideMaterial;
}
}
#endregion
#endregion
#region Step 2 : Populate vertex data and triangle index buffers.
#region Step 2 : Populate vertex data and triangle index buffers.
public void Begin () {
vertexBuffer.Clear(false);
colorBuffer.Clear(false);
@ -1218,9 +1218,9 @@ namespace Spine.Unity {
}
}
}
#endregion
#endregion
#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
public void FillVertexData (Mesh mesh) {
Vector3[] vbi = vertexBuffer.Items;
Vector2[] ubi = uvBuffer.Items;
@ -1300,7 +1300,7 @@ namespace Spine.Unity {
mesh.SetTriangles(submeshesItems[i].Items, i, false);
#endif
}
#endregion
#endregion
public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
if (minimumVertexCount > vertexBuffer.Items.Length) {
@ -1348,7 +1348,7 @@ namespace Spine.Unity {
if (tangents != null) Array.Resize(ref tangents, vbiLength);
}
#region TangentSolver2D
#region TangentSolver2D
// Thanks to contributions from forum user ToddRivers
/// <summary>Step 1 of solving tangents. Ensure you have buffers of the correct size.</summary>
@ -1435,9 +1435,9 @@ namespace Spine.Unity {
tangents[i] = tangent;
}
}
#endregion
#endregion
#region AttachmentRendering
#region AttachmentRendering
static List<Vector3> AttachmentVerts = new List<Vector3>();
static List<Vector2> AttachmentUVs = new List<Vector2>();
static List<Color32> AttachmentColors32 = new List<Color32>();
@ -1549,6 +1549,6 @@ namespace Spine.Unity {
AttachmentColors32.Clear();
AttachmentIndices.Clear();
}
#endregion
#endregion
}
}