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[csharp] New labeled goto convention. For https://github.com/EsotericSoftware/spine-runtimes/issues/1002

pharan 8 年之前
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61d9f729d6

+ 2 - 2
spine-csharp/src/AnimationState.cs

@@ -712,14 +712,14 @@ namespace Spine {
 							if (entry.mixDuration > 0) {
 							if (entry.mixDuration > 0) {
 								timelineDataItems[i] = AnimationState.DipMix;
 								timelineDataItems[i] = AnimationState.DipMix;
 								timelineDipMixItems[i] = entry;
 								timelineDipMixItems[i] = entry;
-								goto outer; // continue outer;
+								goto continue_outer; // continue outer;
 							}
 							}
 							break;
 							break;
 						}
 						}
 					}
 					}
 					timelineDataItems[i] = AnimationState.Dip;
 					timelineDataItems[i] = AnimationState.Dip;
 				}
 				}
-				outer: {}
+				continue_outer: {}
 			}
 			}
 			return lastEntry;
 			return lastEntry;
 		}
 		}

+ 2 - 2
spine-csharp/src/IkConstraint.cs

@@ -176,7 +176,7 @@ namespace Spine {
 						y = (float)Math.Sqrt(dd - r * r) * bendDir;
 						y = (float)Math.Sqrt(dd - r * r) * bendDir;
 						a1 = ta - (float)Math.Atan2(y, r);
 						a1 = ta - (float)Math.Atan2(y, r);
 						a2 = (float)Math.Atan2(y / psy, (r - l1) / psx);
 						a2 = (float)Math.Atan2(y / psy, (r - l1) / psx);
-						goto outer; // break outer;
+						goto break_outer; // break outer;
 					}
 					}
 				}
 				}
 				float minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
 				float minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
@@ -208,7 +208,7 @@ namespace Spine {
 					a2 = maxAngle * bendDir;
 					a2 = maxAngle * bendDir;
 				}
 				}
 			}
 			}
-			outer:
+			break_outer:
 			float os = (float)Math.Atan2(cy, cx) * s2;
 			float os = (float)Math.Atan2(cy, cx) * s2;
 			float rotation = parent.arotation;
 			float rotation = parent.arotation;
 			a1 = (a1 - os) * MathUtils.RadDeg + os1 - rotation;
 			a1 = (a1 - os) * MathUtils.RadDeg + os1 - rotation;

+ 4 - 4
spine-csharp/src/Skeleton.cs

@@ -135,24 +135,24 @@ namespace Spine {
 					IkConstraint constraint = ikConstraints.Items[ii];
 					IkConstraint constraint = ikConstraints.Items[ii];
 					if (constraint.data.order == i) {
 					if (constraint.data.order == i) {
 						SortIkConstraint(constraint);
 						SortIkConstraint(constraint);
-						goto outer; //continue outer;
+						goto continue_outer; //continue outer;
 					}
 					}
 				}
 				}
 				for (int ii = 0; ii < transformCount; ii++) {
 				for (int ii = 0; ii < transformCount; ii++) {
 					TransformConstraint constraint = transformConstraints.Items[ii];
 					TransformConstraint constraint = transformConstraints.Items[ii];
 					if (constraint.data.order == i) {
 					if (constraint.data.order == i) {
 						SortTransformConstraint(constraint);
 						SortTransformConstraint(constraint);
-						goto outer; //continue outer;
+						goto continue_outer; //continue outer;
 					}
 					}
 				}
 				}
 				for (int ii = 0; ii < pathCount; ii++) {
 				for (int ii = 0; ii < pathCount; ii++) {
 					PathConstraint constraint = pathConstraints.Items[ii];
 					PathConstraint constraint = pathConstraints.Items[ii];
 					if (constraint.data.order == i) {
 					if (constraint.data.order == i) {
 						SortPathConstraint(constraint);
 						SortPathConstraint(constraint);
-						goto outer; //continue outer;
+						goto continue_outer; //continue outer;
 					}
 					}
 				}
 				}
-				outer: {}
+				continue_outer: {}
 			}
 			}
 
 
 			for (int i = 0, n = bones.Count; i < n; i++)
 			for (int i = 0, n = bones.Count; i < n; i++)

+ 2 - 2
spine-csharp/src/Triangulator.cs

@@ -78,13 +78,13 @@ namespace Spine {
 							float vx = vertices[v], vy = vertices[v + 1];
 							float vx = vertices[v], vy = vertices[v + 1];
 							if (PositiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
 							if (PositiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
 								if (PositiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
 								if (PositiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
-									if (PositiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto outer; // break outer;
+									if (PositiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto break_outer; // break outer;
 								}
 								}
 							}
 							}
 						}
 						}
 						break;
 						break;
 					}
 					}
-					outer:
+					break_outer:
 
 
 					if (next == 0) {
 					if (next == 0) {
 						do {
 						do {