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[unity] Minor cleanup: removed two comments mentioning methods that no longer exist after 4.0 API cleanup.
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@ -82,7 +82,6 @@ namespace Spine.Unity.Examples {
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// STEP 0: PREPARE SKINS
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// STEP 0: PREPARE SKINS
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// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
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// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
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customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
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customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
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//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin.
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var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
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var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
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// STEP 1: "EQUIP" ITEMS USING SPRITES
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// STEP 1: "EQUIP" ITEMS USING SPRITES
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@ -82,7 +82,6 @@ namespace Spine.Unity.Examples {
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// STEP 0: PREPARE SKINS
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// STEP 0: PREPARE SKINS
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// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
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// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
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customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
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customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
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//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin and don't plan to remove
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// Next let's get the skin that contains our source attachments. These are the attachments that
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// Next let's get the skin that contains our source attachments. These are the attachments that
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var baseSkin = skeleton.Data.FindSkin(baseSkinName);
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var baseSkin = skeleton.Data.FindSkin(baseSkinName);
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