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[unity] SkeletonRenderer.SetMeshSettings

pharan 8 gadi atpakaļ
vecāks
revīzija
4d89539b1b
1 mainītis faili ar 15 papildinājumiem un 2 dzēšanām
  1. 15 2
      spine-unity/Assets/spine-unity/SkeletonRenderer.cs

+ 15 - 2
spine-unity/Assets/spine-unity/SkeletonRenderer.cs

@@ -61,13 +61,14 @@ namespace Spine.Unity {
 		public bool useClipping = true;
 		public bool useClipping = true;
 		public bool immutableTriangles = false;
 		public bool immutableTriangles = false;
 		public bool pmaVertexColors = true;
 		public bool pmaVertexColors = true;
+		/// <summary>Clears the state when this component or its GameObject is disabled. This prevents previous state from being retained when it is enabled again. When pooling your skeleton, setting this to true can be helpful.</summary>
 		public bool clearStateOnDisable = false;
 		public bool clearStateOnDisable = false;
 		public bool tintBlack = false;
 		public bool tintBlack = false;
 		public bool singleSubmesh = false;
 		public bool singleSubmesh = false;
 
 
 		[UnityEngine.Serialization.FormerlySerializedAs("calculateNormals")]
 		[UnityEngine.Serialization.FormerlySerializedAs("calculateNormals")]
-		public bool addNormals;
-		public bool calculateTangents;
+		public bool addNormals = false;
+		public bool calculateTangents = false;
 
 
 		public bool logErrors = false;
 		public bool logErrors = false;
 
 
@@ -134,6 +135,18 @@ namespace Spine.Unity {
 			}
 			}
 			return c;
 			return c;
 		}
 		}
+
+		/// <summary>Applies MeshGenerator settings to the SkeletonRenderer and its internal MeshGenerator.</summary>
+		public void SetMeshSettings (MeshGenerator.Settings settings) {
+			this.calculateTangents = settings.calculateTangents;
+			this.immutableTriangles = settings.immutableTriangles;
+			this.pmaVertexColors = settings.pmaVertexColors;
+			this.tintBlack = settings.tintBlack;
+			this.useClipping = settings.useClipping;
+			this.zSpacing = settings.zSpacing;
+
+			this.meshGenerator.settings = settings;
+		}
 		#endregion
 		#endregion
 
 
 		public virtual void Awake () {
 		public virtual void Awake () {