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Merge remote-tracking branch 'origin/master'

NathanSweet 9 ani în urmă
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f42d6afece

+ 1 - 1
spine-tk2d/README.md

@@ -1,3 +1,3 @@
 # spine-tk2d
 
-The spine-tk2d runtime has been merged into [spine-unity](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-unity). You may use spine-unity with [2D Toolkit](http://www.unikronsoftware.com/2dtoolkit/).
+The spine-tk2d runtime has been merged into [spine-unity](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-unity). You may use spine-unity with [2D Toolkit](http://www.2dtoolkit.com/).

+ 10 - 21
spine-unity/Assets/spine-unity/Modules/SkeletonRenderSeparator/SkeletonRenderSeparator.cs

@@ -119,16 +119,16 @@ namespace Spine.Unity.Modules {
 			int lastSubmeshInstruction = submeshInstructions.Count - 1;
 
 			var currentRenderer = partsRenderers[rendererIndex];
-			bool skeletonRendererCalculateNormals = skeletonRenderer.calculateNormals;
+			bool useNormals = skeletonRenderer.calculateNormals;
 				
-			for (int i = 0, start = 0; i <= lastSubmeshInstruction; i++) {
-				if (submeshInstructionsItems[i].forceSeparate) {
-					currentRenderer.RenderParts(instruction.submeshInstructions, start, i + 1);
-					currentRenderer.MeshGenerator.GenerateNormals = skeletonRendererCalculateNormals;
+			for (int si = 0, start = 0; si <= lastSubmeshInstruction; si++) {
+				if (submeshInstructionsItems[si].forceSeparate || si == lastSubmeshInstruction) {
+					currentRenderer.RenderParts(instruction.submeshInstructions, start, si + 1);
+					currentRenderer.MeshGenerator.GenerateNormals = useNormals;
 					if (copyPropertyBlock)
 						currentRenderer.SetPropertyBlock(block);					
 
-					start = i + 1;
+					start = si + 1;
 					rendererIndex++;
 					if (rendererIndex < rendererCount) {
 						currentRenderer = partsRenderers[rendererIndex];
@@ -136,26 +136,15 @@ namespace Spine.Unity.Modules {
 						// Not enough renderers. Skip the rest of the instructions.
 						break;
 					}
-				} else if (i == lastSubmeshInstruction) {
-					currentRenderer.RenderParts(instruction.submeshInstructions, start, i + 1);
-					currentRenderer.MeshGenerator.GenerateNormals = skeletonRendererCalculateNormals;
-					if (copyPropertyBlock)
-						currentRenderer.SetPropertyBlock(block);
 				}
 			}
-
-			// If too many renderers. Clear the rest.
-			rendererIndex++;
-			if (rendererIndex < rendererCount - 1) {
-				for (int i = rendererIndex; i < rendererCount; i++) {
-					currentRenderer = partsRenderers[i];
-					currentRenderer.ClearMesh();
-				}
+				
+			// Clear extra renderers if they exist.
+			for (; rendererIndex < rendererCount; rendererIndex++) {
+				partsRenderers[rendererIndex].ClearMesh();
 			}
 
 		}
 
-
-
 	}
 }

+ 1 - 1
spine-unity/README.md

@@ -4,7 +4,7 @@ The **spine-unity** runtime provides functionality to load, manipulate and rende
 
 For more documentation, see [spine-unity Documentation](https://github.com/pharan/spine-unity-docs/blob/master/README.md).
 
-While spine-unity can render directly with Unity, without the need for any other plugins, it also works with [2D Toolkit](http://www.unikronsoftware.com/2dtoolkit/) and can render skeletons using a TK2D texture atlas.
+While spine-unity can render directly with Unity, without the need for any other plugins, it also works with [2D Toolkit](http://www.2dtoolkit.com/) and can render skeletons using a TK2D texture atlas.
 
 ## Licensing