Browse Source

[unity] Minor cleanup in editors and formatting.

pharan 8 years ago
parent
commit
f62b6b2326

+ 9 - 13
spine-unity/Assets/spine-unity/Asset Types/Editor/SkeletonDataAssetInspector.cs

@@ -31,7 +31,6 @@
 // Contributed by: Mitch Thompson
 
 #define SPINE_SKELETON_ANIMATOR
-//#define SPINE_BAKING
 
 using System;
 using System.Collections.Generic;
@@ -50,14 +49,6 @@ namespace Spine.Unity.Editor {
 		static bool showSlotList = false;
 		static bool showAttachments = false;
 
-		#if SPINE_BAKING
-		static bool isBakingExpanded = false;
-		static bool bakeAnimations = true;
-		static bool bakeIK = true;
-		static SendMessageOptions bakeEventOptions = SendMessageOptions.DontRequireReceiver;
-		const string ShowBakingPrefsKey = "SkeletonDataAssetInspector_showUnity";
-		#endif
-
 		SerializedProperty atlasAssets, skeletonJSON, scale, fromAnimation, toAnimation, duration, defaultMix;
 		#if SPINE_TK2D
 		SerializedProperty spriteCollection;
@@ -102,13 +93,17 @@ namespace Spine.Unity.Editor {
 			atlasAssets.isExpanded = true;
 			#endif
 
-			#if SPINE_BAKING
-			isBakingExpanded = EditorPrefs.GetBool(ShowBakingPrefsKey, false);
-			#endif
-
 			m_skeletonDataAssetGUID = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(m_skeletonDataAsset));
+
+			EditorApplication.update -= EditorUpdate;
 			EditorApplication.update += EditorUpdate;
+
 			RepopulateWarnings();
+			if (m_skeletonDataAsset.skeletonJSON == null) {
+				m_skeletonData = null;
+				return;	
+			}
+
 			m_skeletonData = warnings.Count == 0 ? m_skeletonDataAsset.GetSkeletonData(false) : null;
 		}
 
@@ -220,6 +215,7 @@ namespace Spine.Unity.Editor {
 			// Some code depends on the existence of m_skeletonAnimation instance.
 			// If m_skeletonAnimation is lazy-instantiated elsewhere, this can cause contents to change between Layout and Repaint events, causing GUILayout control count errors.
 			InitPreview();
+
 			if (m_skeletonData != null) {
 				GUILayout.Space(20f);
 

+ 6 - 8
spine-unity/Assets/spine-unity/Editor/SpineEditorUtilities.cs

@@ -1169,14 +1169,12 @@ namespace Spine.Unity.Editor {
 			if (spineJson != null && atlasAssets != null) {
 				SkeletonDataAsset skeletonDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(SkeletonDataAsset));
 				if (skeletonDataAsset == null) {
-					skeletonDataAsset = SkeletonDataAsset.CreateInstance<SkeletonDataAsset>();
-					skeletonDataAsset.atlasAssets = atlasAssets;
-					skeletonDataAsset.skeletonJSON = spineJson;
-					skeletonDataAsset.fromAnimation = new string[0];
-					skeletonDataAsset.toAnimation = new string[0];
-					skeletonDataAsset.duration = new float[0];
-					skeletonDataAsset.defaultMix = defaultMix;
-					skeletonDataAsset.scale = defaultScale;
+					skeletonDataAsset = ScriptableObject.CreateInstance<SkeletonDataAsset>(); {
+						skeletonDataAsset.atlasAssets = atlasAssets;
+						skeletonDataAsset.skeletonJSON = spineJson;
+						skeletonDataAsset.defaultMix = defaultMix;
+						skeletonDataAsset.scale = defaultScale;
+					}
 
 					AssetDatabase.CreateAsset(skeletonDataAsset, filePath);
 					AssetDatabase.SaveAssets();

+ 2 - 2
spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs

@@ -446,7 +446,7 @@ namespace Spine.Unity {
 					clipper.ClipStart(slot, slot.attachment as ClippingAttachment);
 				}	
 			}
-				
+
 			for (int slotIndex = instruction.startSlot; slotIndex < instruction.endSlot; slotIndex++) {
 				var slot = drawOrderItems[slotIndex];
 				var attachment = slot.attachment;
@@ -507,7 +507,7 @@ namespace Spine.Unity {
 					color.b = (byte)(skeletonB * slot.b * c.b * 255);
 				}
 
-				if (useClipping && clipper.IsClipping()) {					
+				if (useClipping && clipper.IsClipping()) {
 					clipper.ClipTriangles(workingVerts, attachmentVertexCount << 1, attachmentTriangleIndices, attachmentIndexCount, uvs);
 					workingVerts = clipper.clippedVertices.Items;
 					attachmentVertexCount = clipper.clippedVertices.Count >> 1;

+ 0 - 1
spine-unity/Assets/spine-unity/SkeletonAnimation.cs

@@ -28,7 +28,6 @@
  * POSSIBILITY OF SUCH DAMAGE.
  *****************************************************************************/
 
-using System;
 using UnityEngine;
 
 namespace Spine.Unity {