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@@ -126,11 +126,12 @@ namespace Spine.Unity {
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/// <summary>Resets the DrawOrder to the Setup Pose's draw order</summary>
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public static void SetDrawOrderToSetupPose (this Skeleton skeleton) {
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var slotsItems = skeleton.slots.Items;
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- var drawOrder = skeleton.drawOrder;
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+ int n = skeleton.slots.Count;
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+ var drawOrder = skeleton.drawOrder;
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drawOrder.Clear(false);
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- for (int i = 0, n = skeleton.slots.Count; i < n; i++)
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- drawOrder.Add(slotsItems[i]);
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+ drawOrder.GrowIfNeeded(n);
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+ System.Array.Copy(slotsItems, drawOrder.Items, n);
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}
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/// <summary>Resets the color of a slot to Setup Pose value.</summary>
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@@ -160,14 +161,12 @@ namespace Spine.Unity {
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for (int i = 0, n = timelinesItems.Length; i < n; i++)
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timelinesItems[i].SetToSetupPose(skeleton);
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}
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-
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- // For each timeline type.
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- // Timelines know how to apply themselves based on skeleton data; They should know how to reset the skeleton back to skeleton data?
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+
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public static void SetToSetupPose (this Timeline timeline, Skeleton skeleton) {
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if (timeline != null) {
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// sorted according to assumed likelihood here
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- // Bone stuff
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+ // Bone
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if (timeline is RotateTimeline) {
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var bone = skeleton.bones.Items[((RotateTimeline)timeline).boneIndex];
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bone.rotation = bone.data.rotation;
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@@ -181,13 +180,12 @@ namespace Spine.Unity {
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bone.scaleY = bone.data.scaleY;
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- // Attachment stuff. How do you reset FFD?
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- } else if (timeline is FFDTimeline) {
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- var slot = skeleton.slots.Items[((FFDTimeline)timeline).slotIndex];
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- slot.attachmentVerticesCount = 0; // This causes (Weighted)MeshAttachment.ComputeWorldVertices to use its internal(stateless) vertex array.
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- //slot.attachmentTime = bone.skeleton.time; // Currently inconsequential. (Spine 3.1)
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+ // Attachment
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+ } else if (timeline is FfdTimeline) {
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+ var slot = skeleton.slots.Items[((FfdTimeline)timeline).slotIndex];
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+ slot.attachmentVerticesCount = 0;
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- // Slot stuff. This is heavy to do every frame. Maybe not do it?
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+ // Slot
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} else if (timeline is AttachmentTimeline) {
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skeleton.SetSlotAttachmentToSetupPose(((AttachmentTimeline)timeline).slotIndex);
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@@ -195,7 +193,7 @@ namespace Spine.Unity {
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skeleton.slots.Items[((ColorTimeline)timeline).slotIndex].SetColorToSetupPose();
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- // Constraint Stuff
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+ // Constraint
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} else if (timeline is IkConstraintTimeline) {
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var ikTimeline = (IkConstraintTimeline)timeline;
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var ik = skeleton.ikConstraints.Items[ikTimeline.ikConstraintIndex];
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@@ -203,16 +201,14 @@ namespace Spine.Unity {
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ik.bendDirection = data.bendDirection;
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ik.mix = data.mix;
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- // Skeleton stuff. Skeleton.SetDrawOrderToSetupPose. This is heavy to do every frame. Maybe not do it?
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+ // Skeleton
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} else if (timeline is DrawOrderTimeline) {
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skeleton.SetDrawOrderToSetupPose();
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-
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}
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}
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-
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}
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#endregion
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}
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