mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 10:16:01 +08:00
Merge branch '3.8-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.8-beta
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commit
cdd06b22f1
@ -30,7 +30,7 @@
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#define SPINE_SKELETON_MECANIM
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#if (UNITY_2017_4 || UNITY_2018)
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#if (UNITY_2017_4 || UNITY_2018_1_OR_NEWER )
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#define SPINE_UNITY_2018_PREVIEW_API
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#endif
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@ -106,8 +106,13 @@ namespace Spine.Unity.Editor {
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}
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void OnSelectionChange () {
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#if UNITY_2019_1_OR_NEWER
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SceneView.duringSceneGui -= this.OnSceneGUI;
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SceneView.duringSceneGui += this.OnSceneGUI;
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#else
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SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
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SceneView.onSceneGUIDelegate += this.OnSceneGUI;
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#endif
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bool noSkeletonRenderer = false;
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@ -148,7 +153,11 @@ namespace Spine.Unity.Editor {
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isPrefab = false;
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boneName = string.Empty;
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bone = null;
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#if UNITY_2019_1_OR_NEWER
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SceneView.duringSceneGui -= this.OnSceneGUI;
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#else
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SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
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#endif
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}
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void OnDestroy () {
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@ -201,8 +201,13 @@ namespace Spine.Unity.Editor {
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Icons.Initialize();
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// Drag and Drop
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#if UNITY_2019_1_OR_NEWER
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SceneView.duringSceneGui -= DragAndDropInstantiation.SceneViewDragAndDrop;
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SceneView.duringSceneGui += DragAndDropInstantiation.SceneViewDragAndDrop;
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#else
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SceneView.onSceneGUIDelegate -= DragAndDropInstantiation.SceneViewDragAndDrop;
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SceneView.onSceneGUIDelegate += DragAndDropInstantiation.SceneViewDragAndDrop;
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#endif
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EditorApplication.hierarchyWindowItemOnGUI -= HierarchyHandler.HandleDragAndDrop;
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EditorApplication.hierarchyWindowItemOnGUI += HierarchyHandler.HandleDragAndDrop;
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@ -49,8 +49,8 @@ namespace Spine.Unity {
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public SkeletonDataAsset skeletonDataAsset;
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
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[SpineSkin(dataField:"skeletonDataAsset")]
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public string initialSkinName = "default";
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[SpineSkin(dataField:"skeletonDataAsset", defaultAsEmptyString:true)]
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public string initialSkinName;
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public bool initialFlipX, initialFlipY;
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[SpineAnimation(dataField:"skeletonDataAsset")]
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@ -111,7 +111,7 @@ namespace Spine.Unity {
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protected override void Reset () {
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base.Reset();
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if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic (Premultiply Alpha)"))
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if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic"))
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Debug.LogWarning("SkeletonGraphic works best with the SkeletonGraphic material.");
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}
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#endif
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