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[xna] Fixed a compile error in Atlas loading (in a non-Unity #if codebranch).

Harald Csaszar %!s(int64=4) %!d(string=hai) anos
pai
achega
8bced33fc6
Modificáronse 2 ficheiros con 10 adicións e 4 borrados
  1. 8 2
      spine-csharp/src/Atlas.cs
  2. 2 2
      spine-xna/example/src/ExampleGame.cs

+ 8 - 2
spine-csharp/src/Atlas.cs

@@ -68,7 +68,10 @@ namespace Spine {
 			var file = await folder.GetFileAsync(path).AsTask().ConfigureAwait(false);
 			using (var reader = new StreamReader(await file.OpenStreamForReadAsync().ConfigureAwait(false))) {
 				try {
-					Load(reader, Path.GetDirectoryName(path), textureLoader);
+					Atlas atlas = new Atlas(reader, Path.GetDirectoryName(path), textureLoader);
+					this.pages = atlas.pages;
+					this.regions = atlas.regions;
+					this.textureLoader = atlas.textureLoader;
 				} catch (Exception ex) {
 					throw new Exception("Error reading atlas file: " + path, ex);
 				}
@@ -87,7 +90,10 @@ namespace Spine {
 			using (StreamReader reader = new StreamReader(path)) {
 #endif // WINDOWS_PHONE
 				try {
-					Load(reader, Path.GetDirectoryName(path), textureLoader);
+					Atlas atlas = new Atlas(reader, Path.GetDirectoryName(path), textureLoader);
+					this.pages = atlas.pages;
+					this.regions = atlas.regions;
+					this.textureLoader = atlas.textureLoader;
 				} catch (Exception ex) {
 					throw new Exception("Error reading atlas file: " + path, ex);
 				}

+ 2 - 2
spine-xna/example/src/ExampleGame.cs

@@ -95,7 +95,7 @@ namespace Spine {
 			skeletonDebugRenderer.DisableAll();
 			skeletonDebugRenderer.DrawClipping = true;
 
-			// String name = "spineboy-pro";
+			//String name = "spineboy-pro";
 			String name = "raptor-pro";
 			// String name = "tank-pro";
 			//String name = "coin-pro";
@@ -103,7 +103,7 @@ namespace Spine {
 				name = "raptor-pro"; // we only have normalmaps for raptor
 			String atlasName = name.Replace("-pro", "").Replace("-ess", "");
 
-			bool binaryData = false;
+			bool binaryData = name.Contains("spineboy");
 
 			Atlas atlas;
 			if (!useNormalmapShader) {