コード例 #1
0
ファイル: SkeletonGraphic.cs プロジェクト: ZengHuiAn/sgk
        public void Initialize(bool overwrite)
        {
            if (this.IsValid && !overwrite)
            {
                return;
            }

            // Make sure none of the stuff is null
            if (this.skeletonDataAsset == null)
            {
                return;
            }
            if (this.skeletonDataAsset.atlasAssets.Length > 0)
            {
                material = skeletonDataAsset.atlasAssets[0].materials[0];
            }

            var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);

            if (skeletonData == null)
            {
                return;
            }

            if (skeletonDataAsset.atlasAssets.Length <= 0 || skeletonDataAsset.atlasAssets[0].materials.Length <= 0)
            {
                return;
            }

            this.state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
            if (state == null)
            {
                Clear();
                return;
            }

            this.skeleton           = new Skeleton(skeletonData);
            this.spineMeshGenerator = new Spine.Unity.MeshGeneration.ArraysSimpleMeshGenerator();             // You can switch this out with any other implementer of Spine.Unity.MeshGeneration.ISimpleMeshGenerator
            this.spineMeshGenerator.PremultiplyVertexColors = true;

            // Set the initial Skin and Animation
            if (!string.IsNullOrEmpty(initialSkinName))
            {
                skeleton.SetSkin(initialSkinName);
            }

            if (!string.IsNullOrEmpty(startingAnimation))
            {
                state.SetAnimation(0, startingAnimation, startingLoop);
            }
        }
コード例 #2
0
		public void Initialize (bool overwrite) {
			if (this.IsValid && !overwrite) return;

			// Make sure none of the stuff is null
			if (this.skeletonDataAsset == null) return;
			var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
			if (skeletonData == null) return;

			if (skeletonDataAsset.atlasAssets.Length <= 0 || skeletonDataAsset.atlasAssets[0].materials.Length <= 0) return;

			this.state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
			if (state == null) {
				Clear();
				return;
			}

			this.skeleton = new Skeleton(skeletonData);
			this.spineMeshGenerator = new Spine.Unity.MeshGeneration.ArraysSimpleMeshGenerator(); // You can switch this out with any other implementer of Spine.Unity.MeshGeneration.ISimpleMeshGenerator
			this.spineMeshGenerator.PremultiplyVertexColors = true;

			// Set the initial Skin and Animation
			if (!string.IsNullOrEmpty(initialSkinName))
				skeleton.SetSkin(initialSkinName);

			if (!string.IsNullOrEmpty(startingAnimation))
				state.SetAnimation(0, startingAnimation, startingLoop);
		}