瀏覽代碼

Merge branch '3.8-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.8-beta

badlogic 6 年之前
父節點
當前提交
cdd06b22f1

+ 1 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/SkeletonDataAssetInspector.cs

@@ -30,7 +30,7 @@
 
 #define SPINE_SKELETON_MECANIM
 
- #if (UNITY_2017_4 || UNITY_2018)
+ #if (UNITY_2017_4 || UNITY_2018_1_OR_NEWER )
  #define SPINE_UNITY_2018_PREVIEW_API
  #endif
 

+ 9 - 0
spine-unity/Assets/Spine/Editor/spine-unity/Editor/SkeletonDebugWindow.cs

@@ -106,8 +106,13 @@ namespace Spine.Unity.Editor {
 		}
 
 		void OnSelectionChange () {
+		#if UNITY_2019_1_OR_NEWER
+			SceneView.duringSceneGui -= this.OnSceneGUI;
+			SceneView.duringSceneGui += this.OnSceneGUI;
+		#else
 			SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
 			SceneView.onSceneGUIDelegate += this.OnSceneGUI;
+		#endif
 
 			bool noSkeletonRenderer = false;
 
@@ -148,7 +153,11 @@ namespace Spine.Unity.Editor {
 			isPrefab = false;
 			boneName = string.Empty;
 			bone = null;
+		#if UNITY_2019_1_OR_NEWER
+			SceneView.duringSceneGui -= this.OnSceneGUI;
+		#else
 			SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
+		#endif
 		}
 
 		void OnDestroy () {

+ 5 - 0
spine-unity/Assets/Spine/Editor/spine-unity/Editor/SpineEditorUtilities.cs

@@ -201,8 +201,13 @@ namespace Spine.Unity.Editor {
 			Icons.Initialize();
 
 			// Drag and Drop
+		#if UNITY_2019_1_OR_NEWER
+			SceneView.duringSceneGui -= DragAndDropInstantiation.SceneViewDragAndDrop;
+			SceneView.duringSceneGui += DragAndDropInstantiation.SceneViewDragAndDrop;
+		#else
 			SceneView.onSceneGUIDelegate -= DragAndDropInstantiation.SceneViewDragAndDrop;
 			SceneView.onSceneGUIDelegate += DragAndDropInstantiation.SceneViewDragAndDrop;
+		#endif
 
 			EditorApplication.hierarchyWindowItemOnGUI -= HierarchyHandler.HandleDragAndDrop;
 			EditorApplication.hierarchyWindowItemOnGUI += HierarchyHandler.HandleDragAndDrop;

+ 3 - 3
spine-unity/Assets/Spine/Runtime/spine-unity/Modules/SkeletonGraphic/SkeletonGraphic.cs

@@ -49,8 +49,8 @@ namespace Spine.Unity {
 		public SkeletonDataAsset skeletonDataAsset;
 		public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
 
-		[SpineSkin(dataField:"skeletonDataAsset")]
-		public string initialSkinName = "default";
+		[SpineSkin(dataField:"skeletonDataAsset", defaultAsEmptyString:true)]
+		public string initialSkinName;
 		public bool initialFlipX, initialFlipY;
 
 		[SpineAnimation(dataField:"skeletonDataAsset")]
@@ -111,7 +111,7 @@ namespace Spine.Unity {
 		protected override void Reset () {
 
 			base.Reset();
-			if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic (Premultiply Alpha)"))
+			if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic"))
 				Debug.LogWarning("SkeletonGraphic works best with the SkeletonGraphic material.");			
 		}
 		#endif