public void Initialize(bool overwrite) { if ((this.skeletonAnimations.Count == 0) || overwrite) { this.Clear(); MeshGenerator.Settings meshGeneratorSettings = this.meshGeneratorSettings; Transform parent = base.transform; foreach (SkeletonDataAsset asset in this.skeletonDataAssets) { SkeletonAnimation item = SkeletonAnimation.NewSkeletonAnimationGameObject(asset); item.transform.SetParent(parent, false); item.SetMeshSettings(meshGeneratorSettings); item.initialFlipX = this.initialFlipX; item.initialFlipY = this.initialFlipY; Skeleton skeleton = item.skeleton; skeleton.FlipX = this.initialFlipX; skeleton.FlipY = this.initialFlipY; item.Initialize(false); this.skeletonAnimations.Add(item); } Dictionary <string, Spine.Animation> animationNameTable = this.animationNameTable; Dictionary <Spine.Animation, SkeletonAnimation> animationSkeletonTable = this.animationSkeletonTable; foreach (SkeletonAnimation animation2 in this.skeletonAnimations) { foreach (Spine.Animation animation3 in animation2.Skeleton.Data.Animations) { animationNameTable[animation3.Name] = animation3; animationSkeletonTable[animation3] = animation2; } } this.SetActiveSkeleton(this.skeletonAnimations[0]); this.SetAnimation(this.initialAnimation, this.initialLoop); } }
public void Initialize(bool overwrite) { if (skeletonAnimations.Count != 0 && !overwrite) { return; } Clear(); var settings = this.meshGeneratorSettings; Transform thisTransform = this.transform; foreach (var sda in skeletonDataAssets) { var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(sda); sa.transform.SetParent(thisTransform, false); sa.SetMeshSettings(settings); sa.initialFlipX = this.initialFlipX; sa.initialFlipY = this.initialFlipY; var skeleton = sa.skeleton; skeleton.flipX = this.initialFlipX; skeleton.flipY = this.initialFlipY; sa.Initialize(false); skeletonAnimations.Add(sa); } // Build cache var animationNameTable = this.animationNameTable; var animationSkeletonTable = this.animationSkeletonTable; foreach (var skeletonAnimation in skeletonAnimations) { foreach (var animationObject in skeletonAnimation.skeleton.data.animations) { animationNameTable[animationObject.name] = animationObject; animationSkeletonTable[animationObject] = skeletonAnimation; } } SetActiveSkeleton(skeletonAnimations[0]); SetAnimation(initialAnimation, initialLoop); }