mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
parent
2e001c6440
commit
d4ae313c6b
@ -66,10 +66,17 @@ public class SkeletonComponent : MonoBehaviour {
|
||||
public virtual void Clear () {
|
||||
if (meshFilter != null) meshFilter.sharedMesh = null;
|
||||
if (mesh != null) DestroyImmediate(mesh);
|
||||
if (renderer != null) renderer.sharedMaterial = null;
|
||||
mesh = null;
|
||||
mesh1 = null;
|
||||
mesh2 = null;
|
||||
if (renderer != null) renderer.sharedMaterial = null;
|
||||
lastVertexCount = 0;
|
||||
vertices = null;
|
||||
colors = null;
|
||||
uvs = null;
|
||||
sharedMaterials = new Material[0];
|
||||
submeshMaterials.Clear();
|
||||
submeshes.Clear();
|
||||
skeleton = null;
|
||||
}
|
||||
|
||||
@ -218,7 +225,7 @@ public class SkeletonComponent : MonoBehaviour {
|
||||
mesh.colors32 = colors;
|
||||
mesh.uv = uvs;
|
||||
|
||||
int submeshCount = submeshes.Count;
|
||||
int submeshCount = submeshMaterials.Count;
|
||||
mesh.subMeshCount = submeshCount;
|
||||
for (int i = 0; i < submeshCount; ++i)
|
||||
mesh.SetTriangles(submeshes[i].indexes, i);
|
||||
|
||||
@ -66,10 +66,17 @@ public class SkeletonComponent : MonoBehaviour {
|
||||
public virtual void Clear () {
|
||||
if (meshFilter != null) meshFilter.sharedMesh = null;
|
||||
if (mesh != null) DestroyImmediate(mesh);
|
||||
if (renderer != null) renderer.sharedMaterial = null;
|
||||
mesh = null;
|
||||
mesh1 = null;
|
||||
mesh2 = null;
|
||||
if (renderer != null) renderer.sharedMaterial = null;
|
||||
lastVertexCount = 0;
|
||||
vertices = null;
|
||||
colors = null;
|
||||
uvs = null;
|
||||
sharedMaterials = new Material[0];
|
||||
submeshMaterials.Clear();
|
||||
submeshes.Clear();
|
||||
skeleton = null;
|
||||
}
|
||||
|
||||
@ -218,7 +225,7 @@ public class SkeletonComponent : MonoBehaviour {
|
||||
mesh.colors32 = colors;
|
||||
mesh.uv = uvs;
|
||||
|
||||
int submeshCount = submeshes.Count;
|
||||
int submeshCount = submeshMaterials.Count;
|
||||
mesh.subMeshCount = submeshCount;
|
||||
for (int i = 0; i < submeshCount; ++i)
|
||||
mesh.SetTriangles(submeshes[i].indexes, i);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user