[unity] Minor changes to SpineMesh. NewMesh is now NewSkeletonMesh.

This commit is contained in:
pharan 2018-04-17 07:57:35 +08:00
parent 331228e5e4
commit f3bb19a339

View File

@ -41,7 +41,7 @@ namespace Spine.Unity {
internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
public static Mesh NewMesh () {
public static Mesh NewSkeletonMesh () {
var m = new Mesh();
m.MarkDynamic();
m.name = "Skeleton Mesh";
@ -108,7 +108,6 @@ namespace Spine.Unity {
[System.Serializable]
public struct Settings {
//public bool renderMeshes;
public bool useClipping;
[Space]
[Range(-0.1f, 0f)] public float zSpacing;
@ -969,8 +968,8 @@ namespace Spine.Unity {
var vbi = vertexBuffer.Items;
var ubi = uvBuffer.Items;
var cbi = colorBuffer.Items;
var sbi = submeshes.Items;
int submeshCount = submeshes.Count;
//var sbi = submeshes.Items;
//int submeshCount = submeshes.Count;
// Zero the extra.
{
@ -1224,7 +1223,7 @@ namespace Spine.Unity {
///<summary>This is a Mesh that also stores the instructions SkeletonRenderer generated for it.</summary>
public class SmartMesh : IDisposable {
public Mesh mesh = SpineMesh.NewMesh();
public Mesh mesh = SpineMesh.NewSkeletonMesh();
public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction();
public void Dispose () {