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[unity] Use IHasSkeletonDataAsset interface.

pharan 7 years ago
parent
commit
cf7447628b

+ 7 - 7
spine-unity/Assets/spine-unity/Editor/SpineAttributeDrawers.cs

@@ -79,10 +79,10 @@ namespace Spine.Unity.Editor {
 				var objectReferenceValue = dataField.objectReferenceValue;
 				var objectReferenceValue = dataField.objectReferenceValue;
 				if (objectReferenceValue is SkeletonDataAsset) {
 				if (objectReferenceValue is SkeletonDataAsset) {
 					skeletonDataAsset = (SkeletonDataAsset)objectReferenceValue;
 					skeletonDataAsset = (SkeletonDataAsset)objectReferenceValue;
-				} else if (objectReferenceValue is ISkeletonComponent) {
-					var skeletonComponent = (ISkeletonComponent)objectReferenceValue;
-					if (skeletonComponent != null)
-						skeletonDataAsset = skeletonComponent.SkeletonDataAsset;
+				} else if (objectReferenceValue is IHasSkeletonDataAsset) {
+					var hasSkeletonDataAsset = (IHasSkeletonDataAsset)objectReferenceValue;
+					if (hasSkeletonDataAsset != null)
+						skeletonDataAsset = hasSkeletonDataAsset.SkeletonDataAsset;
 				} else if (objectReferenceValue != null) {
 				} else if (objectReferenceValue != null) {
 					EditorGUI.LabelField(position, "ERROR:", "Invalid reference type");
 					EditorGUI.LabelField(position, "ERROR:", "Invalid reference type");
 					return;
 					return;
@@ -90,9 +90,9 @@ namespace Spine.Unity.Editor {
 
 
 			} else if (property.serializedObject.targetObject is Component) {
 			} else if (property.serializedObject.targetObject is Component) {
 				var component = (Component)property.serializedObject.targetObject;
 				var component = (Component)property.serializedObject.targetObject;
-				var skeletonComponent = component.GetComponentInChildren(typeof(ISkeletonComponent)) as ISkeletonComponent;
-				if (skeletonComponent != null)
-					skeletonDataAsset = skeletonComponent.SkeletonDataAsset;
+				var hasSkeletonDataAsset = component.GetComponentInChildren(typeof(IHasSkeletonDataAsset)) as IHasSkeletonDataAsset;
+				if (hasSkeletonDataAsset != null)
+					skeletonDataAsset = hasSkeletonDataAsset.SkeletonDataAsset;
 			}
 			}
 
 
 			if (skeletonDataAsset == null) {
 			if (skeletonDataAsset == null) {

+ 2 - 2
spine-unity/Assets/spine-unity/Editor/SpineInspectorUtility.cs

@@ -220,9 +220,9 @@ namespace Spine.Unity.Editor {
 		public static bool TargetsUseSameData (SerializedObject so) {
 		public static bool TargetsUseSameData (SerializedObject so) {
 			if (so.isEditingMultipleObjects) {
 			if (so.isEditingMultipleObjects) {
 				int n = so.targetObjects.Length;
 				int n = so.targetObjects.Length;
-				var first = so.targetObjects[0] as ISkeletonComponent;
+				var first = so.targetObjects[0] as IHasSkeletonDataAsset;
 				for (int i = 1; i < n; i++) {
 				for (int i = 1; i < n; i++) {
-					var sr = so.targetObjects[i] as ISkeletonComponent;
+					var sr = so.targetObjects[i] as IHasSkeletonDataAsset;
 					if (sr != null && sr.SkeletonDataAsset != first.SkeletonDataAsset)
 					if (sr != null && sr.SkeletonDataAsset != first.SkeletonDataAsset)
 						return false;
 						return false;
 				}
 				}

+ 1 - 1
spine-unity/Assets/spine-unity/ISkeletonAnimation.cs

@@ -42,7 +42,7 @@ namespace Spine.Unity {
 	}
 	}
 
 
 	/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
 	/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
-	public interface ISkeletonDataAssetComponent {
+	public interface IHasSkeletonDataAsset {
 		/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
 		/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
 		SkeletonDataAsset SkeletonDataAsset { get; }
 		SkeletonDataAsset SkeletonDataAsset { get; }
 	}
 	}

+ 1 - 1
spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/SkeletonGraphic.cs

@@ -35,7 +35,7 @@ using Spine;
 namespace Spine.Unity {
 namespace Spine.Unity {
 	[ExecuteInEditMode, RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
 	[ExecuteInEditMode, RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
 	[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
 	[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
-	public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, ISkeletonDataAssetComponent {
+	public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset {
 
 
 		#region Inspector
 		#region Inspector
 		public SkeletonDataAsset skeletonDataAsset;
 		public SkeletonDataAsset skeletonDataAsset;

+ 1 - 1
spine-unity/Assets/spine-unity/SkeletonRenderer.cs

@@ -38,7 +38,7 @@ namespace Spine.Unity {
 	/// <summary>Renders a skeleton.</summary>
 	/// <summary>Renders a skeleton.</summary>
 	[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer)), DisallowMultipleComponent]
 	[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer)), DisallowMultipleComponent]
 	[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Rendering")]
 	[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Rendering")]
-	public class SkeletonRenderer : MonoBehaviour, ISkeletonComponent, ISkeletonDataAssetComponent {
+	public class SkeletonRenderer : MonoBehaviour, ISkeletonComponent, IHasSkeletonDataAsset {
 
 
 		public delegate void SkeletonRendererDelegate (SkeletonRenderer skeletonRenderer);
 		public delegate void SkeletonRendererDelegate (SkeletonRenderer skeletonRenderer);
 		public event SkeletonRendererDelegate OnRebuild;
 		public event SkeletonRendererDelegate OnRebuild;