Kaynağa Gözat

Formatting clean up

Fenrisul 10 yıl önce
ebeveyn
işleme
18bbcfdc6a

+ 13 - 13
spine-unity/Assets/spine-unity/SkeletonExtensions.cs

@@ -39,68 +39,68 @@ using Spine;
 
 public static class SkeletonExtensions {
 
-	public static void SetColor(this Slot slot, Color color) {
+	public static void SetColor (this Slot slot, Color color) {
 		slot.A = color.a;
 		slot.R = color.r;
 		slot.G = color.g;
 		slot.B = color.b;
 	}
 
-	public static void SetColor(this Slot slot, Color32 color) {
+	public static void SetColor (this Slot slot, Color32 color) {
 		slot.A = color.a / 255f;
 		slot.R = color.r / 255f;
 		slot.G = color.g / 255f;
 		slot.B = color.b / 255f;
 	}
 
-	public static void SetColor(this RegionAttachment attachment, Color color) {
+	public static void SetColor (this RegionAttachment attachment, Color color) {
 		attachment.A = color.a;
 		attachment.R = color.r;
 		attachment.G = color.g;
 		attachment.B = color.b;
 	}
 
-	public static void SetColor(this RegionAttachment attachment, Color32 color) {
+	public static void SetColor (this RegionAttachment attachment, Color32 color) {
 		attachment.A = color.a / 255f;
 		attachment.R = color.r / 255f;
 		attachment.G = color.g / 255f;
 		attachment.B = color.b / 255f;
 	}
 
-	public static void SetColor(this MeshAttachment attachment, Color color) {
+	public static void SetColor (this MeshAttachment attachment, Color color) {
 		attachment.A = color.a;
 		attachment.R = color.r;
 		attachment.G = color.g;
 		attachment.B = color.b;
 	}
 
-	public static void SetColor(this MeshAttachment attachment, Color32 color) {
+	public static void SetColor (this MeshAttachment attachment, Color32 color) {
 		attachment.A = color.a / 255f;
 		attachment.R = color.r / 255f;
 		attachment.G = color.g / 255f;
 		attachment.B = color.b / 255f;
 	}
 
-	public static void SetColor(this SkinnedMeshAttachment attachment, Color color) {
+	public static void SetColor (this SkinnedMeshAttachment attachment, Color color) {
 		attachment.A = color.a;
 		attachment.R = color.r;
 		attachment.G = color.g;
 		attachment.B = color.b;
 	}
 
-	public static void SetColor(this SkinnedMeshAttachment attachment, Color32 color) {
+	public static void SetColor (this SkinnedMeshAttachment attachment, Color32 color) {
 		attachment.A = color.a / 255f;
 		attachment.R = color.r / 255f;
 		attachment.G = color.g / 255f;
 		attachment.B = color.b / 255f;
 	}
 
-	public static void SetPosition(this Bone bone, Vector2 position) {
+	public static void SetPosition (this Bone bone, Vector2 position) {
 		bone.X = position.x;
 		bone.Y = position.y;
 	}
 
-	public static void SetPosition(this Bone bone, Vector3 position) {
+	public static void SetPosition (this Bone bone, Vector3 position) {
 		bone.X = position.x;
 		bone.Y = position.y;
 	}
@@ -114,15 +114,15 @@ public static class SkeletonExtensions {
 		loader = null;
 	}
 
-	public static void AddUnitySprite(this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = "Spine/Skeleton"){
+	public static void AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = "Spine/Skeleton") {
 		var loader = new SpriteAttachmentLoader(sprite, Shader.Find(shaderName));
 		var att = loader.NewRegionAttachment(null, sprite.name, "");
 
 		var slotIndex = skeletonData.FindSlotIndex(slotName);
 		Skin skin = skeletonData.defaultSkin;
-		if(skinName != "")
+		if (skinName != "")
 			skin = skeletonData.FindSkin(skinName);
-		
+
 
 		skin.AddAttachment(slotIndex, att.Name, att);
 

+ 4 - 4
spine-unity/Assets/spine-unity/SpriteAttacher.cs

@@ -25,11 +25,11 @@ public class SpriteAttacher : MonoBehaviour {
 	public void Attach () {
 		var skeletonRenderer = GetComponent<SkeletonRenderer>();
 
-		if(loader == null)
+		if (loader == null)
 			//create loader instance, tell it what sprite and shader to use
 			loader = new SpriteAttachmentLoader(sprite, Shader.Find("Spine/Skeleton"));
 
-		if(attachment == null)
+		if (attachment == null)
 			attachment = loader.NewRegionAttachment(null, sprite.name, "");
 
 		skeletonRenderer.skeleton.FindSlot(slot).Attachment = attachment;
@@ -102,7 +102,7 @@ public class SpriteAttachmentLoader : AttachmentLoader {
 		} else {
 			//Setup new material
 			Material mat = new Material(shader);
-			if(sprite.packed)
+			if (sprite.packed)
 				mat.name = "Unity Packed Sprite Material";
 			else
 				mat.name = sprite.name + " Sprite Material";
@@ -131,7 +131,7 @@ public class SpriteAttachmentLoader : AttachmentLoader {
 
 		//TODO: make sure this rotation thing actually works
 		bool rotated = false;
-		if(sprite.packed)
+		if (sprite.packed)
 			rotated = sprite.packingRotation == SpritePackingRotation.Any;
 
 		//do some math and assign UVs and sizes