Browse Source

Made delta time easier to customize.

NathanSweet 12 years ago
parent
commit
03610fcaad

+ 3 - 3
spine-tk2d/Assets/Spine/SkeletonAnimation.cs

@@ -66,12 +66,12 @@ public class SkeletonAnimation : SkeletonComponent {
 		if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop);
 	}
 
-	override public void UpdateSkeleton () {
+	override public void UpdateSkeleton (float deltaTime) {
 		// Apply the animation.
-		state.Update(Time.deltaTime * timeScale);
+		state.Update(deltaTime * timeScale);
 		state.Apply(skeleton);
 
 		// Call overridden method to call skeleton Update and UpdateWorldTransform.
-		base.UpdateSkeleton();
+		base.UpdateSkeleton(deltaTime);
 	}
 }

+ 3 - 3
spine-tk2d/Assets/Spine/SkeletonComponent.cs

@@ -91,8 +91,8 @@ public class SkeletonComponent : MonoBehaviour {
 		return mesh;
 	}
 	
-	public virtual void UpdateSkeleton () {
-		skeleton.Update(Time.deltaTime * timeScale);
+	public virtual void UpdateSkeleton (float deltaTime) {
+		skeleton.Update(deltaTime * timeScale);
 		skeleton.UpdateWorldTransform();
 	}
 	
@@ -113,7 +113,7 @@ public class SkeletonComponent : MonoBehaviour {
 		if (skeleton == null || skeleton.Data != skeletonData)
 			Initialize();
 
-		UpdateSkeleton();
+		UpdateSkeleton(Time.deltaTime);
 
 		// Count quads and submeshes.
 		int quadCount = 0, submeshQuadCount = 0;

+ 3 - 3
spine-unity/Assets/Spine/SkeletonAnimation.cs

@@ -66,12 +66,12 @@ public class SkeletonAnimation : SkeletonComponent {
 		if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop);
 	}
 
-	override public void UpdateSkeleton () {
+	override public void UpdateSkeleton (float deltaTime) {
 		// Apply the animation.
-		state.Update(Time.deltaTime * timeScale);
+		state.Update(deltaTime * timeScale);
 		state.Apply(skeleton);
 
 		// Call overridden method to call skeleton Update and UpdateWorldTransform.
-		base.UpdateSkeleton();
+		base.UpdateSkeleton(deltaTime);
 	}
 }

+ 4 - 4
spine-unity/Assets/Spine/SkeletonComponent.cs

@@ -90,9 +90,9 @@ public class SkeletonComponent : MonoBehaviour {
 		mesh.MarkDynamic();
 		return mesh;
 	}
-	
-	public virtual void UpdateSkeleton () {
-		skeleton.Update(Time.deltaTime * timeScale);
+
+	public virtual void UpdateSkeleton (float deltaTime) {
+		skeleton.Update(deltaTime * timeScale);
 		skeleton.UpdateWorldTransform();
 	}
 	
@@ -113,7 +113,7 @@ public class SkeletonComponent : MonoBehaviour {
 		if (skeleton == null || skeleton.Data != skeletonData)
 			Initialize();
 
-		UpdateSkeleton();
+		UpdateSkeleton(Time.deltaTime);
 
 		// Count quads and submeshes.
 		int quadCount = 0, submeshQuadCount = 0;