mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] Minor: whitespace fixes of previous commit 7a999ea. See #2632.
This commit is contained in:
parent
7a999ea934
commit
c3feed0535
@ -538,9 +538,9 @@ namespace Spine.Unity {
|
|||||||
wsii[i].material = overrideMaterial;
|
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 () {
|
public void Begin () {
|
||||||
vertexBuffer.Clear(false);
|
vertexBuffer.Clear(false);
|
||||||
colorBuffer.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) {
|
public void FillVertexData (Mesh mesh) {
|
||||||
Vector3[] vbi = vertexBuffer.Items;
|
Vector3[] vbi = vertexBuffer.Items;
|
||||||
Vector2[] ubi = uvBuffer.Items;
|
Vector2[] ubi = uvBuffer.Items;
|
||||||
@ -1300,7 +1300,7 @@ namespace Spine.Unity {
|
|||||||
mesh.SetTriangles(submeshesItems[i].Items, i, false);
|
mesh.SetTriangles(submeshesItems[i].Items, i, false);
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
|
public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
|
||||||
if (minimumVertexCount > vertexBuffer.Items.Length) {
|
if (minimumVertexCount > vertexBuffer.Items.Length) {
|
||||||
@ -1348,7 +1348,7 @@ namespace Spine.Unity {
|
|||||||
if (tangents != null) Array.Resize(ref tangents, vbiLength);
|
if (tangents != null) Array.Resize(ref tangents, vbiLength);
|
||||||
}
|
}
|
||||||
|
|
||||||
#region TangentSolver2D
|
#region TangentSolver2D
|
||||||
// Thanks to contributions from forum user ToddRivers
|
// Thanks to contributions from forum user ToddRivers
|
||||||
|
|
||||||
/// <summary>Step 1 of solving tangents. Ensure you have buffers of the correct size.</summary>
|
/// <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;
|
tangents[i] = tangent;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region AttachmentRendering
|
#region AttachmentRendering
|
||||||
static List<Vector3> AttachmentVerts = new List<Vector3>();
|
static List<Vector3> AttachmentVerts = new List<Vector3>();
|
||||||
static List<Vector2> AttachmentUVs = new List<Vector2>();
|
static List<Vector2> AttachmentUVs = new List<Vector2>();
|
||||||
static List<Color32> AttachmentColors32 = new List<Color32>();
|
static List<Color32> AttachmentColors32 = new List<Color32>();
|
||||||
@ -1549,6 +1549,6 @@ namespace Spine.Unity {
|
|||||||
AttachmentColors32.Clear();
|
AttachmentColors32.Clear();
|
||||||
AttachmentIndices.Clear();
|
AttachmentIndices.Clear();
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user