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[unity] Minor editor fixes.

pharan 8 年之前
父节点
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1a6c2b8d9f

+ 3 - 3
spine-unity/Assets/spine-unity/Editor/SkeletonRendererInspector.cs

@@ -237,8 +237,8 @@ namespace Spine.Unity.Editor {
 
 
 						using (new SpineInspectorUtility.LabelWidthScope()) {
 						using (new SpineInspectorUtility.LabelWidthScope()) {
 							// Optimization options
 							// Optimization options
-							EditorGUILayout.PropertyField(meshes, MeshesLabel);
-							EditorGUILayout.PropertyField(immutableTriangles, ImmubleTrianglesLabel);
+							if (meshes != null) EditorGUILayout.PropertyField(meshes, MeshesLabel);
+							if (immutableTriangles != null) EditorGUILayout.PropertyField(immutableTriangles, ImmubleTrianglesLabel);
 							EditorGUILayout.PropertyField(tintBlack, TintBlackLabel);
 							EditorGUILayout.PropertyField(tintBlack, TintBlackLabel);
 							EditorGUILayout.PropertyField(clearStateOnDisable, ClearStateOnDisableLabel);
 							EditorGUILayout.PropertyField(clearStateOnDisable, ClearStateOnDisableLabel);
 							EditorGUILayout.Space();
 							EditorGUILayout.Space();
@@ -255,7 +255,7 @@ namespace Spine.Unity.Editor {
 
 
 						using (new SpineInspectorUtility.LabelWidthScope()) {
 						using (new SpineInspectorUtility.LabelWidthScope()) {
 							EditorGUILayout.LabelField("Vertex Data", EditorStyles.boldLabel);
 							EditorGUILayout.LabelField("Vertex Data", EditorStyles.boldLabel);
-							EditorGUILayout.PropertyField(pmaVertexColors, PMAVertexColorsLabel);
+							if (pmaVertexColors != null) EditorGUILayout.PropertyField(pmaVertexColors, PMAVertexColorsLabel);
 
 
 							// Optional fields. May be disabled in SkeletonRenderer.
 							// Optional fields. May be disabled in SkeletonRenderer.
 							if (normals != null) EditorGUILayout.PropertyField(normals, NormalsLabel);
 							if (normals != null) EditorGUILayout.PropertyField(normals, NormalsLabel);

+ 6 - 5
spine-unity/Assets/spine-unity/Editor/SpineEditorUtilities.cs

@@ -30,7 +30,7 @@
 
 
 #pragma warning disable 0219
 #pragma warning disable 0219
 
 
-// Contributed by: Mitch Thompson
+// Original contribution by: Mitch Thompson
 
 
 #define SPINE_SKELETONANIMATOR
 #define SPINE_SKELETONANIMATOR
 using UnityEngine;
 using UnityEngine;
@@ -713,7 +713,8 @@ namespace Spine.Unity.Editor {
 		#endregion
 		#endregion
 
 
 		#region Match SkeletonData with Atlases
 		#region Match SkeletonData with Atlases
-		static readonly AttachmentType[] NonAtlasTypes = { AttachmentType.Boundingbox, AttachmentType.Path };
+		//static readonly AttachmentType[] NonAtlasTypes = { AttachmentType.Boundingbox, AttachmentType.Path };
+		static readonly AttachmentType[] AtlasTypes = { AttachmentType.Region, AttachmentType.Linkedmesh, AttachmentType.Mesh };
 
 
 		static List<AtlasAsset> MultiAtlasDialog (List<string> requiredPaths, string initialDirectory, string filename = "") {
 		static List<AtlasAsset> MultiAtlasDialog (List<string> requiredPaths, string initialDirectory, string filename = "") {
 			List<AtlasAsset> atlasAssets = new List<AtlasAsset>();
 			List<AtlasAsset> atlasAssets = new List<AtlasAsset>();
@@ -850,8 +851,8 @@ namespace Spine.Unity.Editor {
 								Debug.LogWarning(string.Format("Unidentified Attachment type: \"{0}\". Skeleton may have been exported from an incompatible Spine version.", typeString));
 								Debug.LogWarning(string.Format("Unidentified Attachment type: \"{0}\". Skeleton may have been exported from an incompatible Spine version.", typeString));
 								throw e;
 								throw e;
 							}
 							}
-
-							if (NonAtlasTypes.Contains(attachmentType))
+								
+							if (!AtlasTypes.Contains(attachmentType))
 								continue;
 								continue;
 						}
 						}
 
 
@@ -1304,7 +1305,7 @@ namespace Spine.Unity.Editor {
 
 
 				if (!tintBlack) {
 				if (!tintBlack) {
 					foreach (Material m in atlasAsset.materials) {
 					foreach (Material m in atlasAsset.materials) {
-						if (m.shader.name.Contains(PMAShaderQuery)) {
+						if (m.shader.name.Contains(TintBlackShaderQuery)) {
 							tintBlack = true;
 							tintBlack = true;
 							break;
 							break;
 						}
 						}