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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 02:06:03 +08:00
Fixed empty property value.
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parent
52696c2607
commit
e8ff8fd1f3
@ -53,7 +53,7 @@ public class SkeletonAnimation : SkeletonComponent {
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if (!useAnimationName) return;
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if (!useAnimationName) return;
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if (_animationName == value) return;
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if (_animationName == value) return;
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_animationName = value;
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_animationName = value;
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if (value == null)
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if (value == null || value.Length == 0)
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state.ClearTrack(0);
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state.ClearTrack(0);
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else
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else
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state.SetAnimation(0, value, loop);
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state.SetAnimation(0, value, loop);
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@ -64,7 +64,7 @@ public class SkeletonAnimation : SkeletonComponent {
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base.Initialize(); // Call overridden method to initialize the skeleton.
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base.Initialize(); // Call overridden method to initialize the skeleton.
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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if (_animationName != null) state.SetAnimation(0, _animationName, loop);
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if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop);
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}
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}
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override public void UpdateSkeleton () {
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override public void UpdateSkeleton () {
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@ -53,7 +53,7 @@ public class SkeletonAnimation : SkeletonComponent {
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if (!useAnimationName) return;
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if (!useAnimationName) return;
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if (_animationName == value) return;
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if (_animationName == value) return;
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_animationName = value;
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_animationName = value;
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if (value == null)
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if (value == null || value.Length == 0)
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state.ClearTrack(0);
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state.ClearTrack(0);
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else
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else
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state.SetAnimation(0, value, loop);
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state.SetAnimation(0, value, loop);
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@ -64,7 +64,7 @@ public class SkeletonAnimation : SkeletonComponent {
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base.Initialize(); // Call overridden method to initialize the skeleton.
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base.Initialize(); // Call overridden method to initialize the skeleton.
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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if (_animationName != null) state.SetAnimation(0, _animationName, loop);
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if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop);
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}
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}
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override public void UpdateSkeleton () {
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override public void UpdateSkeleton () {
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