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@@ -245,8 +245,8 @@ namespace Spine.Unity {
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}
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public static void GenerateSkeletonRendererInstruction (SkeletonRendererInstruction instructionOutput, Skeleton skeleton, Dictionary<Slot, Material> customSlotMaterials, List<Slot> separatorSlots, bool generateMeshOverride, bool immutableTriangles = false) {
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- // if (skeleton == null) throw new ArgumentNullException("skeleton");
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- // if (instructionOutput == null) throw new ArgumentNullException("instructionOutput");
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+// if (skeleton == null) throw new ArgumentNullException("skeleton");
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+// if (instructionOutput == null) throw new ArgumentNullException("instructionOutput");
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ExposedList<Slot> drawOrder = skeleton.drawOrder;
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int drawOrderCount = drawOrder.Count;
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@@ -308,10 +308,10 @@ namespace Spine.Unity {
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#if SPINE_TRIANGLECHECK
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var clippingAttachment = attachment as ClippingAttachment;
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if (clippingAttachment != null) {
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- clippingEndSlot = clippingAttachment.endSlot;
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- clippingAttachmentSource = i;
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- current.hasClipping = true;
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- skeletonHasClipping = true;
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+ clippingEndSlot = clippingAttachment.endSlot;
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+ clippingAttachmentSource = i;
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+ current.hasClipping = true;
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+ skeletonHasClipping = true;
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}
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#endif
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noRender = true;
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@@ -682,8 +682,8 @@ namespace Spine.Unity {
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int vertexIndex = 0;
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var tempVerts = this.tempVerts;
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- Vector2 bmin = this.meshBoundsMin;
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- Vector2 bmax = this.meshBoundsMax;
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+ Vector3 bmin = this.meshBoundsMin;
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+ Vector3 bmax = this.meshBoundsMax;
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var vbi = vertexBuffer.Items;
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var ubi = uvBuffer.Items;
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@@ -990,11 +990,10 @@ namespace Spine.Unity {
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mesh.bounds = new Bounds();
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} else {
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//mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
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- float halfWidth = (meshBoundsMax.x - meshBoundsMin.x) * 0.5f;
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- float halfHeight = (meshBoundsMax.y - meshBoundsMin.y) * 0.5f;
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+ Vector2 halfSize = (meshBoundsMax - meshBoundsMin) * 0.5f;
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mesh.bounds = new Bounds {
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- center = new Vector3(meshBoundsMin.x + halfWidth, meshBoundsMin.y + halfHeight),
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- extents = new Vector3(halfWidth, halfHeight, meshBoundsThickness * 0.5f)
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+ center = (Vector3)(meshBoundsMin + halfSize),
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+ extents = new Vector3(halfSize.x, halfSize.y, meshBoundsThickness * 0.5f)
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};
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}
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}
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