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[unity] Fixed compile errors introduced by removed FindSlotIndex and FindBoneIndex methods. See commit dc9a6eb, see #1951.

Harald Csaszar il y a 3 ans
Parent
commit
8770e319c5
16 fichiers modifiés avec 32 ajouts et 31 suppressions
  1. 1 1
      spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/EquipSystemExample.cs
  2. 2 2
      spine-unity/Assets/Spine Examples/Scripts/MixAndMatch.cs
  3. 2 2
      spine-unity/Assets/Spine Examples/Scripts/MixAndMatchGraphic.cs
  4. 1 1
      spine-unity/Assets/Spine Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs
  5. 2 2
      spine-unity/Assets/Spine Examples/Scripts/SpineboyFacialExpression.cs
  6. 3 3
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/PointFollowerInspector.cs
  7. 2 1
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonGraphicInspector.cs
  8. 2 1
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonRendererInspector.cs
  9. 1 1
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonUtilityBoneInspector.cs
  10. 2 4
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/Windows/SkeletonBaker.cs
  11. 1 2
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollower.cs
  12. 1 2
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollowerGraphic.cs
  13. 3 3
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/PointFollower.cs
  14. 4 4
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonRootMotionBase.cs
  15. 1 1
      spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtility.cs
  16. 4 1
      spine-unity/Assets/Spine/Runtime/spine-unity/SpineAttributes.cs

+ 1 - 1
spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/EquipSystemExample.cs

@@ -67,7 +67,7 @@ namespace Spine.Unity.Examples {
 			EquipHook howToEquip = equippables.Find(x => x.type == equipType);
 
 			var skeletonData = skeletonDataAsset.GetSkeletonData(true);
-			int slotIndex = skeletonData.FindSlotIndex(howToEquip.slot);
+			int slotIndex = skeletonData.FindSlot(howToEquip.slot).Index;
 			var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
 			target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
 		}

+ 2 - 2
spine-unity/Assets/Spine Examples/Scripts/MixAndMatch.cs

@@ -91,7 +91,7 @@ namespace Spine.Unity.Examples {
 			// Step 1.4 Add the remapped clone to the new custom skin.
 
 			// 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.
+			int visorSlotIndex = skeleton.Data.FindSlot(visorSlot).Index; // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
 			Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
 
 			// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
@@ -100,7 +100,7 @@ namespace Spine.Unity.Examples {
 			customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
 
 			// And now for the gun.
-			int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
+			int gunSlotIndex = skeleton.Data.FindSlot(gunSlot).Index;
 			Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
 			Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
 			if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4

+ 2 - 2
spine-unity/Assets/Spine Examples/Scripts/MixAndMatchGraphic.cs

@@ -93,7 +93,7 @@ namespace Spine.Unity.Examples {
 			// Step 1.4 Add the remapped clone to the new custom skin.
 
 			// 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.
+			int visorSlotIndex = skeleton.Data.FindSlot(visorSlot).Index; // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
 			Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
 
 			// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
@@ -102,7 +102,7 @@ namespace Spine.Unity.Examples {
 			customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
 
 			// And now for the gun.
-			int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
+			int gunSlotIndex = skeleton.Data.FindSlot(gunSlot).Index;
 			Attachment baseGun = baseSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
 			Attachment newGun = baseGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
 			if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4

+ 1 - 1
spine-unity/Assets/Spine Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs

@@ -170,7 +170,7 @@ namespace Spine.Unity.Examples {
 		public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
 			RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);
 
-			var slotIndex = skeletonData.FindSlotIndex(slotName);
+			var slotIndex = skeletonData.FindSlot(slotName).Index;
 			Skin skin = skeletonData.DefaultSkin;
 			if (skinName != "")
 				skin = skeletonData.FindSkin(skinName);

+ 2 - 2
spine-unity/Assets/Spine Examples/Scripts/SpineboyFacialExpression.cs

@@ -60,11 +60,11 @@ namespace Spine.Unity.Examples {
 			eyeSlot = skeleton.FindSlot(eyeSlotName);
 			mouthSlot = skeleton.FindSlot(mouthSlotName);
 
-			int eyeSlotIndex = skeleton.FindSlotIndex(eyeSlotName);
+			int eyeSlotIndex = skeleton.Data.FindSlot(eyeSlotName).Index;
 			shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
 			normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);
 
-			int mouthSlotIndex = skeleton.FindSlotIndex(mouthSlotName);
+			int mouthSlotIndex = skeleton.Data.FindSlot(mouthSlotName).Index;
 			shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
 			normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
 		}

+ 3 - 3
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/PointFollowerInspector.cs

@@ -99,9 +99,9 @@ namespace Spine.Unity.Editor {
 				if (currentSkin != skeleton.Data.DefaultSkin) DrawPointsInSkin(skeleton.Data.DefaultSkin, skeleton, skeletonTransform);
 				if (currentSkin != null) DrawPointsInSkin(currentSkin, skeleton, skeletonTransform);
 			} else {
-				int slotIndex = skeleton.FindSlotIndex(slotName.stringValue);
-				if (slotIndex >= 0) {
-					var slot = skeleton.Slots.Items[slotIndex];
+				Slot slot = skeleton.FindSlot(slotName.stringValue);
+				if (slot != null) {
+					int slotIndex = slot.Data.Index;
 					var point = skeleton.GetAttachment(slotIndex, pointAttachmentName.stringValue) as PointAttachment;
 					if (point != null) {
 						DrawPointAttachmentWithLabel(point, slot.Bone, skeletonTransform);

+ 2 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonGraphicInspector.cs

@@ -360,7 +360,8 @@ namespace Spine.Unity.Editor {
 				int lastSlot = skeleton.Slots.Count - 1;
 				if (skeleton != null) {
 					for (int i = 0, n = separatorSlotNames.arraySize; i < n; i++) {
-						int index = skeleton.FindSlotIndex(separatorSlotNames.GetArrayElementAtIndex(i).stringValue);
+						string slotName = separatorSlotNames.GetArrayElementAtIndex(i).stringValue;
+						int index = skeleton.Data.FindSlot(slotName).Index;
 						if (index == 0 || index == lastSlot) {
 							hasTerminalSlot = true;
 							break;

+ 2 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonRendererInspector.cs

@@ -482,7 +482,8 @@ namespace Spine.Unity.Editor {
 				int lastSlot = skeleton.Slots.Count - 1;
 				if (skeleton != null) {
 					for (int i = 0, n = separatorSlotNames.arraySize; i < n; i++) {
-						int index = skeleton.FindSlotIndex(separatorSlotNames.GetArrayElementAtIndex(i).stringValue);
+						string slotName = separatorSlotNames.GetArrayElementAtIndex(i).stringValue;
+						int index = skeleton.Data.FindSlot(slotName).Index;
 						if (index == 0 || index == lastSlot) {
 							hasTerminalSlot = true;
 							break;

+ 1 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonUtilityBoneInspector.cs

@@ -95,7 +95,7 @@ namespace Spine.Unity.Editor {
 				Slot slot = skeletonUtility.Skeleton.Slots.Items[i];
 				if (slot.Bone == utilityBone.bone) {
 					var slotAttachments = new List<Skin.SkinEntry>();
-					int slotIndex = skeleton.FindSlotIndex(slot.Data.Name);
+					int slotIndex = skeleton.Data.FindSlot(slot.Data.Name).Index;
 					skin.GetAttachments(slotIndex, slotAttachments);
 
 					var boundingBoxes = new List<BoundingBoxAttachment>();

+ 2 - 4
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Windows/SkeletonBaker.cs

@@ -764,8 +764,7 @@ namespace Spine.Unity.Editor {
 			if (bakeIK) {
 				foreach (IkConstraint i in skeleton.IkConstraints) {
 					foreach (Bone b in i.Bones) {
-						int index = skeleton.FindBoneIndex(b.Data.Name);
-						ignoreRotateTimelineIndexes.Add(index);
+						ignoreRotateTimelineIndexes.Add(b.Data.Index);
 						BakeBoneConstraints(b, animation, clip);
 					}
 				}
@@ -773,8 +772,7 @@ namespace Spine.Unity.Editor {
 
 			foreach (Bone b in skeleton.Bones) {
 				if (!b.Data.TransformMode.InheritsRotation()) {
-					int index = skeleton.FindBoneIndex(b.Data.Name);
-
+					int index = b.Data.Index;
 					if (ignoreRotateTimelineIndexes.Contains(index) == false) {
 						ignoreRotateTimelineIndexes.Add(index);
 						BakeBoneConstraints(b, animation, clip);

+ 1 - 2
spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollower.cs

@@ -118,13 +118,12 @@ namespace Spine.Unity {
 			if (skeleton == null)
 				return;
 			slot = skeleton.FindSlot(slotName);
-			int slotIndex = skeleton.FindSlotIndex(slotName);
-
 			if (slot == null) {
 				if (BoundingBoxFollower.DebugMessages)
 					Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollower on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
 				return;
 			}
+			int slotIndex = slot.Data.Index;
 
 			int requiredCollidersCount = 0;
 			var colliders = GetComponents<PolygonCollider2D>();

+ 1 - 2
spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/BoundingBoxFollowerGraphic.cs

@@ -118,13 +118,12 @@ namespace Spine.Unity {
 			if (skeleton == null)
 				return;
 			slot = skeleton.FindSlot(slotName);
-			int slotIndex = skeleton.FindSlotIndex(slotName);
-
 			if (slot == null) {
 				if (BoundingBoxFollowerGraphic.DebugMessages)
 					Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollowerGraphic on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
 				return;
 			}
+			int slotIndex = slot.Data.Index;
 
 			int requiredCollidersCount = 0;
 			var colliders = GetComponents<PolygonCollider2D>();

+ 3 - 3
spine-unity/Assets/Spine/Runtime/spine-unity/Components/Following/PointFollower.cs

@@ -92,9 +92,9 @@ namespace Spine.Unity {
 			if (!string.IsNullOrEmpty(pointAttachmentName)) {
 				var skeleton = skeletonRenderer.Skeleton;
 
-				int slotIndex = skeleton.FindSlotIndex(slotName);
-				if (slotIndex >= 0) {
-					var slot = skeleton.slots.Items[slotIndex];
+				Slot slot = skeleton.FindSlot(slotName);
+				if (slot != null) {
+					int slotIndex = slot.Data.Index;
 					bone = slot.bone;
 					point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
 				}

+ 4 - 4
spine-unity/Assets/Spine/Runtime/spine-unity/Components/RootMotion/SkeletonRootMotionBase.cs

@@ -151,10 +151,10 @@ namespace Spine.Unity {
 
 		public void SetRootMotionBone (string name) {
 			var skeleton = skeletonComponent.Skeleton;
-			int index = skeleton.FindBoneIndex(name);
-			if (index >= 0) {
-				this.rootMotionBoneIndex = index;
-				this.rootMotionBone = skeleton.bones.Items[index];
+			Bone bone = skeleton.FindBone(name);
+			if (bone != null) {
+				this.rootMotionBoneIndex = bone.Data.Index;
+				this.rootMotionBone = bone;
 			} else {
 				Debug.Log("Bone named \"" + name + "\" could not be found.");
 				this.rootMotionBoneIndex = 0;

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Components/SkeletonUtility/SkeletonUtility.cs

@@ -53,7 +53,7 @@ namespace Spine.Unity {
 				return null;
 			}
 
-			var attachment = skin.GetAttachment(skeleton.FindSlotIndex(slotName), attachmentName);
+			var attachment = skin.GetAttachment(skeleton.Data.FindSlot(slotName).Index, attachmentName);
 			if (attachment == null) {
 				Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.name);
 				return null;

+ 4 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/SpineAttributes.cs

@@ -252,7 +252,10 @@ namespace Spine.Unity {
 
 		public static Spine.Attachment GetAttachment (string attachmentPath, Spine.SkeletonData skeletonData) {
 			var hierarchy = SpineAttachment.GetHierarchy(attachmentPath);
-			return string.IsNullOrEmpty(hierarchy.name) ? null : skeletonData.FindSkin(hierarchy.skin).GetAttachment(skeletonData.FindSlotIndex(hierarchy.slot), hierarchy.name);
+			return string.IsNullOrEmpty(hierarchy.name) ?
+				null :
+				skeletonData.FindSkin(hierarchy.skin).GetAttachment(
+					skeletonData.FindSlot(hierarchy.slot).Index, hierarchy.name);
 		}
 
 		public static Spine.Attachment GetAttachment (string attachmentPath, SkeletonDataAsset skeletonDataAsset) {