Some compilation fixes for Godot 3.4 (#1979)

* Fix spine-godot README folder paths

* Fix spine-godot compilation issues for godot-3.4
This commit is contained in:
César Izurieta 2021-12-03 07:44:13 -05:00 committed by GitHub
parent d2feea6fcd
commit d51bbb9493
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 6 additions and 6 deletions

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@ -25,8 +25,8 @@ spine-godot works with the latest stable Godot 3.3 release. It requires compilat
To integrate spine-godot into your project:
1. Follow the [instructions on how to compilation of Godot](https://docs.godotengine.org/en/stable/development/compiling/index.html)
2. Copy the `spine-runtimes/spine-godot` folder into the folder `modules/spine-godot` in your Godot source tree.
3. Copy the `spine-cpp/spine-cpp`folder into the folder `modules/spine-godot/spine-cpp` in your Godot source tree.
2. Copy the `spine-runtimes/spine-godot/spine_godot` folder into the folder `modules/spine_godot` in your Godot source tree.
3. Copy the `spine-cpp/spine-cpp`folder into the folder `modules/spine_godot/spine-cpp` in your Godot source tree.
4. Compile Godot via scons for your platform as per the Godot documentation.
The resulting Godot engine binary will include the spine-godot runtime.

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@ -90,7 +90,7 @@ bool SpineAnimation::has_timeline(Array ids) {
list.setSize(ids.size(), 0);
for (size_t i = 0; i < list.size(); ++i) {
list[i] = ids[i];
list[i] = (int64_t) ids[i];
}
return animation->hasTimeline(list);
}

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@ -95,7 +95,7 @@ Ref<SpineTrackEntry> SpineAnimationState::set_animation(const String &anim_name,
auto skeleton_data = anim_state_data_res->get_skeleton();
auto anim = skeleton_data->find_animation(anim_name);
if (!anim.is_valid() || anim->get_spine_object() == NULL) {
ERR_PRINT(String("Can not find animation: ") + anim_name)
ERR_PRINT(String("Can not find animation: ") + anim_name);
return NULL;
}
auto entry = animation_state->setAnimation(track, anim->get_spine_object(), loop);
@ -108,7 +108,7 @@ Ref<SpineTrackEntry> SpineAnimationState::add_animation(const String &anim_name,
auto skeleton_data = anim_state_data_res->get_skeleton();
auto anim = skeleton_data->find_animation(anim_name);
if (!anim.is_valid() || anim->get_spine_object() == NULL) {
ERR_PRINT(String("Can not find animation: ") + anim_name)
ERR_PRINT(String("Can not find animation: ") + anim_name);
return NULL;
}
auto entry = animation_state->addAnimation(track, anim->get_spine_object(), loop, delay);

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@ -92,7 +92,7 @@ Array SpineTimeline::getPropertyIds() {
res.resize(ids.size());
for (size_t i = 0; i < res.size(); ++i) {
res[i] = ids[i];
res[i] = (int64_t) ids[i];
}
return res;