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[unity] Fixed skeleton binary import, was broken by recent changes. Closes #1259.

Harald Csaszar 6 年之前
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92a0d37e9b
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 2 2
      spine-unity/Assets/Spine/Editor/spine-unity/Editor/SpineEditorUtilities.cs

+ 2 - 2
spine-unity/Assets/Spine/Editor/spine-unity/Editor/SpineEditorUtilities.cs

@@ -566,10 +566,10 @@ namespace Spine.Unity.Editor {
 				SkeletonBinary binary = new SkeletonBinary(new AtlasRequirementLoader(requiredPaths));
 				SkeletonBinary binary = new SkeletonBinary(new AtlasRequirementLoader(requiredPaths));
 				Stream input = null;
 				Stream input = null;
 				TextAsset data = AssetDatabase.LoadAssetAtPath<TextAsset>(skeletonDataPath);
 				TextAsset data = AssetDatabase.LoadAssetAtPath<TextAsset>(skeletonDataPath);
-				if (data != null) {
+				if (data == null) {
 					// On a "Reimport All" the order of imports can be wrong, thus LoadAssetAtPath() above could return null.
 					// On a "Reimport All" the order of imports can be wrong, thus LoadAssetAtPath() above could return null.
 					// as a workaround, we provide a fallback reader.
 					// as a workaround, we provide a fallback reader.
-					input = File.Open(skeletonDataPath, FileMode.Open);
+					input = File.Open(skeletonDataPath, FileMode.Open, FileAccess.Read);
 				}
 				}
 				else {
 				else {
 					input = new MemoryStream(data.bytes);
 					input = new MemoryStream(data.bytes);