mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-05 02:06:53 +08:00
parent
2e001c6440
commit
d4ae313c6b
@ -66,10 +66,17 @@ public class SkeletonComponent : MonoBehaviour {
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public virtual void Clear () {
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public virtual void Clear () {
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if (meshFilter != null) meshFilter.sharedMesh = null;
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if (meshFilter != null) meshFilter.sharedMesh = null;
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if (mesh != null) DestroyImmediate(mesh);
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if (mesh != null) DestroyImmediate(mesh);
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if (renderer != null) renderer.sharedMaterial = null;
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mesh = null;
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mesh = null;
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mesh1 = null;
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mesh1 = null;
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mesh2 = null;
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mesh2 = null;
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if (renderer != null) renderer.sharedMaterial = null;
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lastVertexCount = 0;
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vertices = null;
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colors = null;
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uvs = null;
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sharedMaterials = new Material[0];
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submeshMaterials.Clear();
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submeshes.Clear();
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skeleton = null;
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skeleton = null;
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}
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}
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@ -218,7 +225,7 @@ public class SkeletonComponent : MonoBehaviour {
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mesh.colors32 = colors;
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mesh.colors32 = colors;
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mesh.uv = uvs;
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mesh.uv = uvs;
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int submeshCount = submeshes.Count;
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int submeshCount = submeshMaterials.Count;
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mesh.subMeshCount = submeshCount;
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mesh.subMeshCount = submeshCount;
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for (int i = 0; i < submeshCount; ++i)
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for (int i = 0; i < submeshCount; ++i)
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mesh.SetTriangles(submeshes[i].indexes, i);
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mesh.SetTriangles(submeshes[i].indexes, i);
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@ -66,10 +66,17 @@ public class SkeletonComponent : MonoBehaviour {
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public virtual void Clear () {
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public virtual void Clear () {
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if (meshFilter != null) meshFilter.sharedMesh = null;
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if (meshFilter != null) meshFilter.sharedMesh = null;
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if (mesh != null) DestroyImmediate(mesh);
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if (mesh != null) DestroyImmediate(mesh);
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if (renderer != null) renderer.sharedMaterial = null;
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mesh = null;
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mesh = null;
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mesh1 = null;
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mesh1 = null;
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mesh2 = null;
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mesh2 = null;
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if (renderer != null) renderer.sharedMaterial = null;
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lastVertexCount = 0;
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vertices = null;
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colors = null;
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uvs = null;
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sharedMaterials = new Material[0];
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submeshMaterials.Clear();
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submeshes.Clear();
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skeleton = null;
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skeleton = null;
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}
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}
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@ -218,7 +225,7 @@ public class SkeletonComponent : MonoBehaviour {
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mesh.colors32 = colors;
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mesh.colors32 = colors;
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mesh.uv = uvs;
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mesh.uv = uvs;
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int submeshCount = submeshes.Count;
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int submeshCount = submeshMaterials.Count;
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mesh.subMeshCount = submeshCount;
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mesh.subMeshCount = submeshCount;
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for (int i = 0; i < submeshCount; ++i)
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for (int i = 0; i < submeshCount; ++i)
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mesh.SetTriangles(submeshes[i].indexes, i);
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mesh.SetTriangles(submeshes[i].indexes, i);
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