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https://github.com/EsotericSoftware/spine-runtimes.git
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Some compilation fixes for Godot 3.4 (#1979)
* Fix spine-godot README folder paths * Fix spine-godot compilation issues for godot-3.4
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@ -25,8 +25,8 @@ spine-godot works with the latest stable Godot 3.3 release. It requires compilat
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To integrate spine-godot into your project:
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To integrate spine-godot into your project:
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1. Follow the [instructions on how to compilation of Godot](https://docs.godotengine.org/en/stable/development/compiling/index.html)
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1. Follow the [instructions on how to compilation of Godot](https://docs.godotengine.org/en/stable/development/compiling/index.html)
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2. Copy the `spine-runtimes/spine-godot` folder into the folder `modules/spine-godot` in your Godot source tree.
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2. Copy the `spine-runtimes/spine-godot/spine_godot` folder into the folder `modules/spine_godot` in your Godot source tree.
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3. Copy the `spine-cpp/spine-cpp`folder into the folder `modules/spine-godot/spine-cpp` in your Godot source tree.
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3. Copy the `spine-cpp/spine-cpp`folder into the folder `modules/spine_godot/spine-cpp` in your Godot source tree.
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4. Compile Godot via scons for your platform as per the Godot documentation.
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4. Compile Godot via scons for your platform as per the Godot documentation.
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The resulting Godot engine binary will include the spine-godot runtime.
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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) {
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list.setSize(ids.size(), 0);
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list.setSize(ids.size(), 0);
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for (size_t i = 0; i < list.size(); ++i) {
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for (size_t i = 0; i < list.size(); ++i) {
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list[i] = ids[i];
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list[i] = (int64_t) ids[i];
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}
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}
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return animation->hasTimeline(list);
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return animation->hasTimeline(list);
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}
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}
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@ -95,7 +95,7 @@ Ref<SpineTrackEntry> SpineAnimationState::set_animation(const String &anim_name,
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auto skeleton_data = anim_state_data_res->get_skeleton();
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auto skeleton_data = anim_state_data_res->get_skeleton();
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auto anim = skeleton_data->find_animation(anim_name);
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auto anim = skeleton_data->find_animation(anim_name);
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if (!anim.is_valid() || anim->get_spine_object() == NULL) {
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if (!anim.is_valid() || anim->get_spine_object() == NULL) {
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ERR_PRINT(String("Can not find animation: ") + anim_name)
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ERR_PRINT(String("Can not find animation: ") + anim_name);
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return NULL;
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return NULL;
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}
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}
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auto entry = animation_state->setAnimation(track, anim->get_spine_object(), loop);
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auto entry = animation_state->setAnimation(track, anim->get_spine_object(), loop);
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@ -108,7 +108,7 @@ Ref<SpineTrackEntry> SpineAnimationState::add_animation(const String &anim_name,
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auto skeleton_data = anim_state_data_res->get_skeleton();
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auto skeleton_data = anim_state_data_res->get_skeleton();
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auto anim = skeleton_data->find_animation(anim_name);
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auto anim = skeleton_data->find_animation(anim_name);
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if (!anim.is_valid() || anim->get_spine_object() == NULL) {
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if (!anim.is_valid() || anim->get_spine_object() == NULL) {
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ERR_PRINT(String("Can not find animation: ") + anim_name)
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ERR_PRINT(String("Can not find animation: ") + anim_name);
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return NULL;
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return NULL;
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}
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}
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auto entry = animation_state->addAnimation(track, anim->get_spine_object(), loop, delay);
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auto entry = animation_state->addAnimation(track, anim->get_spine_object(), loop, delay);
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@ -92,7 +92,7 @@ Array SpineTimeline::getPropertyIds() {
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res.resize(ids.size());
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res.resize(ids.size());
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for (size_t i = 0; i < res.size(); ++i) {
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for (size_t i = 0; i < res.size(); ++i) {
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res[i] = ids[i];
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res[i] = (int64_t) ids[i];
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}
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}
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return res;
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return res;
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