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[csharp] Minor cleanup: Removed empty file CustomSkin.cs, changed comments to not make formatter indent blocks in undesired way.

Harald Csaszar %!s(int64=4) %!d(string=hai) anos
pai
achega
577f280258

+ 6 - 4
spine-unity/Assets/Spine Examples/Scripts/MixAndMatch.cs

@@ -44,12 +44,12 @@ namespace Spine.Unity.Examples {
 		[Header("Visor")]
 		public Sprite visorSprite;
 		[SpineSlot] public string visorSlot;
-		[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
+		[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
 
 		[Header("Gun")]
 		public Sprite gunSprite;
 		[SpineSlot] public string gunSlot;
-		[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
+		[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
 
 		[Header("Runtime Repack")]
 		public bool repack = true;
@@ -93,9 +93,10 @@ namespace Spine.Unity.Examples {
 			// Let's do this for the visor.
 			int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
 			Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
-			Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords : false); // STEP 1.2 - 1.3
+
 			// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
 			// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done in the method below.
+			Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
 			customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
 
 			// And now for the gun.
@@ -118,10 +119,11 @@ namespace Spine.Unity.Examples {
 			// 				Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
 			// 				Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
 			// 				call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
-			if (repack)	{
+			if (repack) {
 				var repackedSkin = new Skin("repacked skin");
 				repackedSkin.AddSkin(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
 				repackedSkin.AddSkin(customSkin); // Include your new custom skin.
+
 				// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
 				if (runtimeMaterial)
 					Destroy(runtimeMaterial);

+ 6 - 4
spine-unity/Assets/Spine Examples/Scripts/MixAndMatchGraphic.cs

@@ -44,12 +44,12 @@ namespace Spine.Unity.Examples {
 		[Header("Visor")]
 		public Sprite visorSprite;
 		[SpineSlot] public string visorSlot;
-		[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
+		[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
 
 		[Header("Gun")]
 		public Sprite gunSprite;
 		[SpineSlot] public string gunSlot;
-		[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
+		[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
 
 		[Header("Runtime Repack Required!!")]
 		public bool repack = true;
@@ -82,6 +82,7 @@ namespace Spine.Unity.Examples {
 			// STEP 0: PREPARE SKINS
 			// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
 			customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
+
 			// Next let's get the skin that contains our source attachments. These are the attachments that
 			var baseSkin = skeleton.Data.FindSkin(baseSkinName);
 
@@ -94,9 +95,10 @@ namespace Spine.Unity.Examples {
 			// Let's do this for the visor.
 			int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
 			Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
-			Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
+
 			// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
 			// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done below.
+			Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
 			customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
 
 			// And now for the gun.
@@ -116,7 +118,7 @@ namespace Spine.Unity.Examples {
 			// 				Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
 			// 				Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
 			// 				call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
-			if (repack)	{
+			if (repack) {
 				var repackedSkin = new Skin("repacked skin");
 				repackedSkin.AddSkin(skeleton.Data.DefaultSkin);
 				repackedSkin.AddSkin(customSkin);

+ 0 - 30
spine-unity/Assets/Spine Examples/Scripts/Sample Components/Legacy/CustomSkin.cs

@@ -1,30 +0,0 @@
-/******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-
-