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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
[unity] Some cleanup and documentation.
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@ -64,8 +64,8 @@ namespace Spine.Unity.Editor {
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if (skeletonRenderer.objectReferenceValue == null) {
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SkeletonRenderer parentRenderer = BoneFollowerInspector.GetInParent<SkeletonRenderer>(targetBoneFollower.transform);
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if (parentRenderer != null && parentRenderer.gameObject != targetBoneFollower.gameObject) {
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Debug.Log("Inspector automatically assigned BoneFollower.SkeletonRenderer");
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skeletonRenderer.objectReferenceValue = parentRenderer;
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Debug.Log("Inspector automatically assigned BoneFollower.SkeletonRenderer");
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}
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}
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@ -45,16 +45,30 @@ namespace Spine.Unity {
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public Spine.AnimationState state;
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public Spine.AnimationState AnimationState { get { return this.state; } }
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/// <summary>
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/// Occurs after the animations are applied and before world space values are resolved.
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/// Use this callback when you want to set bone local values.
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/// </summary>
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public event UpdateBonesDelegate UpdateLocal {
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add { _UpdateLocal += value; }
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remove { _UpdateLocal -= value; }
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}
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Using this callback will cause the world space values to be solved an extra time.
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/// Use this callback if want to use bone world space values, and also set bone local values.
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/// </summary>
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public event UpdateBonesDelegate UpdateWorld {
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add { _UpdateWorld += value; }
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remove { _UpdateWorld -= value; }
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}
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
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/// This callback can also be used when setting world position and the bone matrix.
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/// </summary>
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public event UpdateBonesDelegate UpdateComplete {
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add { _UpdateComplete += value; }
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remove { _UpdateComplete -= value; }
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@ -14,16 +14,30 @@ namespace Spine.Unity {
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public enum MixMode { AlwaysMix, MixNext, SpineStyle }
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public MixMode[] layerMixModes = new MixMode[0];
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/// <summary>
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/// Occurs after the animations are applied and before world space values are resolved.
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/// Use this callback when you want to set bone local values.
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/// </summary>
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public event UpdateBonesDelegate UpdateLocal {
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add { _UpdateLocal += value; }
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remove { _UpdateLocal -= value; }
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}
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Using this callback will cause the world space values to be solved an extra time.
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/// Use this callback if want to use bone world space values, and also set bone local values.
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/// </summary>
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public event UpdateBonesDelegate UpdateWorld {
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add { _UpdateWorld += value; }
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remove { _UpdateWorld -= value; }
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}
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
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/// This callback can also be used when setting world position and the bone matrix.
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/// </summary>
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public event UpdateBonesDelegate UpdateComplete {
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add { _UpdateComplete += value; }
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remove { _UpdateComplete -= value; }
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@ -12,7 +12,6 @@ using UnityEditor;
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#else
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using UnityEditor.AnimatedValues;
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#endif
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using System.Collections;
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using System.Collections.Generic;
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using Spine;
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@ -111,12 +110,8 @@ namespace Spine.Unity.Editor {
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void UpdateAttachments () {
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attachmentTable = new Dictionary<Slot, List<Attachment>>();
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Skin skin = skeleton.Skin;
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if (skin == null) {
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skin = skeletonRenderer.skeletonDataAsset.GetSkeletonData(true).DefaultSkin;
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}
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Skin skin = skeleton.Skin ?? skeletonRenderer.skeletonDataAsset.GetSkeletonData(true).DefaultSkin;
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for (int i = skeleton.Slots.Count-1; i >= 0; i--) {
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List<Attachment> attachments = new List<Attachment>();
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skin.FindAttachmentsForSlot(i, attachments);
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@ -229,14 +224,14 @@ namespace Spine.Unity.Editor {
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GUI.contentColor = Color.white;
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}
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}
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#if UNITY_4_3
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#if UNITY_4_3
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#else
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#else
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}
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EditorGUILayout.EndFadeGroup();
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if (showSlots.isAnimating)
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Repaint();
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#endif
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#endif
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}
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void SpawnHierarchyContextMenu () {
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