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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Added skinField param to [SpineAttachment] attribute.
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@ -254,8 +254,15 @@ namespace Spine.Unity.Editor {
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ISkeletonComponent skeletonComponent = GetTargetSkeletonComponent(property);
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var validSkins = new List<Skin>();
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if (skeletonComponent != null && targetAttribute.currentSkinOnly) {
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var currentSkin = skeletonComponent.Skeleton.Skin;
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Skin currentSkin = null;
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var skinProperty = property.FindPropertyRelative(targetAttribute.skinField);
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if (skinProperty != null) currentSkin = skeletonComponent.Skeleton.Data.FindSkin(skinProperty.stringValue);
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currentSkin = currentSkin ?? skeletonComponent.Skeleton.Skin;
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if (currentSkin != null)
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validSkins.Add(currentSkin);
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else
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@ -114,6 +114,7 @@ namespace Spine.Unity {
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public bool returnAttachmentPath = false;
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public bool currentSkinOnly = false;
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public bool placeholdersOnly = false;
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public string skinField = "";
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public string slotField = "";
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/// <summary>
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@ -127,12 +128,13 @@ namespace Spine.Unity {
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineAttachment (bool currentSkinOnly = true, bool returnAttachmentPath = false, bool placeholdersOnly = false, string slotField = "", string dataField = "", bool includeNone = true) {
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public SpineAttachment (bool currentSkinOnly = true, bool returnAttachmentPath = false, bool placeholdersOnly = false, string slotField = "", string dataField = "", string skinField = "", bool includeNone = true) {
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this.currentSkinOnly = currentSkinOnly;
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this.returnAttachmentPath = returnAttachmentPath;
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this.placeholdersOnly = placeholdersOnly;
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this.slotField = slotField;
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this.dataField = dataField;
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this.dataField = dataField;
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this.skinField = skinField;
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this.includeNone = includeNone;
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}
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