[unity] Fixed SkeletonGraphic's 'Starting Animation' property being cleared upon saving under some circumstances, closes #1252.

This commit is contained in:
Harald Csaszar 2019-01-28 16:28:28 +01:00
parent eff518faf7
commit e39dbc4795

View File

@ -72,7 +72,6 @@ namespace Spine.Unity {
} else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.data) { } else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.data) {
Clear(); Clear();
Initialize(true); Initialize(true);
startingAnimation = "";
if (skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].MaterialCount > 1) if (skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].MaterialCount > 1)
Debug.LogError("Unity UI does not support multiple textures per Renderer. Your skeleton will not be rendered correctly. Recommend using SkeletonAnimation instead. This requires the use of a Screen space camera canvas."); Debug.LogError("Unity UI does not support multiple textures per Renderer. Your skeleton will not be rendered correctly. Recommend using SkeletonAnimation instead. This requires the use of a Screen space camera canvas.");
} else { } else {
@ -275,6 +274,9 @@ namespace Spine.Unity {
} }
#endif #endif
} }
else {
startingAnimation = string.Empty;
}
} }
} }