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https://github.com/EsotericSoftware/spine-runtimes.git
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Fix SkeletonRendererDebug drawing lines for attachments that aren't rendered due to skin bones.
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@ -107,6 +107,7 @@ public class SkeletonRendererDebug {
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shapes.setColor(boneOriginColor);
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for (int i = 0, n = slots.size; i < n; i++) {
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Slot slot = slots.get(i);
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if (!slot.bone.active) continue;
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Attachment attachment = slot.attachment;
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if (!(attachment instanceof PointAttachment)) continue;
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PointAttachment point = (PointAttachment)attachment;
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@ -123,6 +124,7 @@ public class SkeletonRendererDebug {
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shapes.setColor(attachmentLineColor);
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for (int i = 0, n = slots.size; i < n; i++) {
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Slot slot = slots.get(i);
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if (!slot.bone.active) continue;
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Attachment attachment = slot.attachment;
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if (attachment instanceof RegionAttachment) {
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RegionAttachment region = (RegionAttachment)attachment;
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@ -139,6 +141,7 @@ public class SkeletonRendererDebug {
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if (drawMeshHull || drawMeshTriangles) {
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for (int i = 0, n = slots.size; i < n; i++) {
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Slot slot = slots.get(i);
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if (!slot.bone.active) continue;
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Attachment attachment = slot.attachment;
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if (!(attachment instanceof MeshAttachment)) continue;
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MeshAttachment mesh = (MeshAttachment)attachment;
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@ -186,6 +189,7 @@ public class SkeletonRendererDebug {
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if (drawClipping) {
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for (int i = 0, n = slots.size; i < n; i++) {
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Slot slot = slots.get(i);
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if (!slot.bone.active) continue;
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Attachment attachment = slot.attachment;
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if (!(attachment instanceof ClippingAttachment)) continue;
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ClippingAttachment clip = (ClippingAttachment)attachment;
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@ -202,6 +206,7 @@ public class SkeletonRendererDebug {
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if (drawPaths) {
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for (int i = 0, n = slots.size; i < n; i++) {
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Slot slot = slots.get(i);
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if (!slot.bone.active) continue;
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Attachment attachment = slot.attachment;
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if (!(attachment instanceof PathAttachment)) continue;
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PathAttachment path = (PathAttachment)attachment;
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@ -252,6 +257,7 @@ public class SkeletonRendererDebug {
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shapes.setColor(boneOriginColor);
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for (int i = 0, n = slots.size; i < n; i++) {
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Slot slot = slots.get(i);
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if (!slot.bone.active) continue;
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Attachment attachment = slot.attachment;
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if (!(attachment instanceof PointAttachment)) continue;
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PointAttachment point = (PointAttachment)attachment;
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