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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Fixed Clear.
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parent
458a645600
commit
fc4895ad95
@ -62,6 +62,8 @@ public class SkeletonComponent : MonoBehaviour {
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meshFilter.sharedMesh = null;
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DestroyImmediate(mesh);
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mesh = null;
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mesh1 = null;
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mesh2 = null;
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renderer.sharedMaterial = null;
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skeleton = null;
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}
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@ -62,6 +62,8 @@ public class SkeletonComponent : MonoBehaviour {
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meshFilter.sharedMesh = null;
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DestroyImmediate(mesh);
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mesh = null;
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mesh1 = null;
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mesh2 = null;
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renderer.sharedMaterial = null;
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skeleton = null;
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}
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@ -145,7 +147,6 @@ public class SkeletonComponent : MonoBehaviour {
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// Double buffer mesh.
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Mesh mesh = useMesh1 ? mesh1 : mesh2;
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useMesh1 = !useMesh1;
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meshFilter.sharedMesh = mesh;
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// Ensure mesh data is the right size.
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@ -182,10 +183,11 @@ public class SkeletonComponent : MonoBehaviour {
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regionAttachment.ComputeWorldVertices(skeleton.X, skeleton.Y, slot.Bone, vertexPositions);
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vertices[vertexIndex] = new Vector3(vertexPositions[RegionAttachment.X1], vertexPositions[RegionAttachment.Y1], 0);
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vertices[vertexIndex + 1] = new Vector3(vertexPositions[RegionAttachment.X4], vertexPositions[RegionAttachment.Y4], 0);
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vertices[vertexIndex + 2] = new Vector3(vertexPositions[RegionAttachment.X2], vertexPositions[RegionAttachment.Y2], 0);
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vertices[vertexIndex + 3] = new Vector3(vertexPositions[RegionAttachment.X3], vertexPositions[RegionAttachment.Y3], 0);
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float z = -i * 0.1f;
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vertices[vertexIndex] = new Vector3(vertexPositions[RegionAttachment.X1], vertexPositions[RegionAttachment.Y1], z);
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vertices[vertexIndex + 1] = new Vector3(vertexPositions[RegionAttachment.X4], vertexPositions[RegionAttachment.Y4], z);
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vertices[vertexIndex + 2] = new Vector3(vertexPositions[RegionAttachment.X2], vertexPositions[RegionAttachment.Y2], z);
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vertices[vertexIndex + 3] = new Vector3(vertexPositions[RegionAttachment.X3], vertexPositions[RegionAttachment.Y3], z);
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color.a = (byte)(a * slot.A);
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color.r = (byte)(r * slot.R * color.a);
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@ -219,7 +221,7 @@ public class SkeletonComponent : MonoBehaviour {
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Vector3 normal = new Vector3(0, 0, -1);
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for (int i = 0; i < vertexCount; i++)
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normals[i] = normal;
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(useMesh1 ? mesh1 : mesh2).vertices = vertices;
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(useMesh1 ? mesh2 : mesh1).vertices = vertices;
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mesh1.normals = normals;
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mesh2.normals = normals;
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@ -232,6 +234,8 @@ public class SkeletonComponent : MonoBehaviour {
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mesh2.tangents = tangents;
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}
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}
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useMesh1 = !useMesh1;
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}
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/** Adds a material. Adds submesh indexes if existing indexes aren't sufficient. */
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