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fix bug of 'Armature.replacedTexture' #74

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4 changes: 4 additions & 0 deletions DragonBones/src/DragonBones/armature/Slot.cs
Original file line number Diff line number Diff line change
Expand Up @@ -438,6 +438,10 @@ protected void _UpdateDisplayData()
this._displayDirty = true;
this._transformDirty = true;
}

if (this._armature.replacedTexture != null) {
this._displayDirty = true;
}
}

/// <private/>
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4 changes: 4 additions & 0 deletions Unity/Demos/Assets/DragonBones/Scripts/armature/Slot.cs
Original file line number Diff line number Diff line change
Expand Up @@ -438,6 +438,10 @@ protected void _UpdateDisplayData()
this._displayDirty = true;
this._transformDirty = true;
}

if (this._armature.replacedTexture != null) {
this._displayDirty = true;
}
}

/// <private/>
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23 changes: 22 additions & 1 deletion Unity/Demos/Assets/DragonBones/Scripts/unity/UnitySlot.cs
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2017 DragonBones team and other contributors
Expand Down Expand Up @@ -78,6 +78,7 @@ public class UnitySlot : Slot
private bool _skewed;
private UnityArmatureComponent _proxy;
private BlendMode _currentBlendMode;
private static readonly int MainTex = Shader.PropertyToID("_MainTex");

/**
* @private
Expand Down Expand Up @@ -475,6 +476,26 @@ protected override void _UpdateFrame()
this._isActive = false;
if (this._displayIndex >= 0 && this._display != null && currentTextureData != null)
{
var currentTextureAtlasData = this.currentTextureAtlasData;
if (this.armature.replacedTexture != null) { // Update replaced texture atlas.
if (this.armature._replaceTextureAtlasData == null)
{
currentTextureAtlasData = BorrowObject<UnityTextureAtlasData>();
currentTextureAtlasData.CopyFrom(this.currentTextureAtlasData);
currentTextureAtlasData.texture = this.currentTextureAtlasData.texture;
currentTextureAtlasData.uiTexture = this.currentTextureAtlasData.uiTexture;
if(currentTextureAtlasData.uiTexture)
currentTextureAtlasData.uiTexture.SetTexture(MainTex, (Texture)this.armature.replacedTexture);
if(currentTextureAtlasData.texture)
currentTextureAtlasData.texture.SetTexture(MainTex, (Texture)this.armature.replacedTexture);
this.armature._replaceTextureAtlasData = currentTextureAtlasData;
}
else
currentTextureAtlasData = this.armature._replaceTextureAtlasData as UnityTextureAtlasData;

currentTextureData = currentTextureAtlasData.GetTexture(currentTextureData.name) as UnityTextureData;
}

var currentTextureAtlas = _proxy.isUGUI ? currentTextureAtlasData.uiTexture : currentTextureAtlasData.texture;
if (currentTextureAtlas != null)
{
Expand Down
23 changes: 22 additions & 1 deletion Unity/src/DragonBones/Scripts/unity/UnitySlot.cs
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
/**
* The MIT License (MIT)
*
* Copyright (c) 2012-2017 DragonBones team and other contributors
Expand Down Expand Up @@ -78,6 +78,7 @@ public class UnitySlot : Slot
private bool _skewed;
private UnityArmatureComponent _proxy;
private BlendMode _currentBlendMode;
private static readonly int MainTex = Shader.PropertyToID("_MainTex");

/**
* @private
Expand Down Expand Up @@ -475,6 +476,26 @@ protected override void _UpdateFrame()
this._isActive = false;
if (this._displayIndex >= 0 && this._display != null && currentTextureData != null)
{
var currentTextureAtlasData = this.currentTextureAtlasData;
if (this.armature.replacedTexture != null) { // Update replaced texture atlas.
if (this.armature._replaceTextureAtlasData == null)
{
currentTextureAtlasData = BorrowObject<UnityTextureAtlasData>();
currentTextureAtlasData.CopyFrom(this.currentTextureAtlasData);
currentTextureAtlasData.texture = this.currentTextureAtlasData.texture;
currentTextureAtlasData.uiTexture = this.currentTextureAtlasData.uiTexture;
if(currentTextureAtlasData.uiTexture)
currentTextureAtlasData.uiTexture.SetTexture(MainTex, (Texture)this.armature.replacedTexture);
if(currentTextureAtlasData.texture)
currentTextureAtlasData.texture.SetTexture(MainTex, (Texture)this.armature.replacedTexture);
this.armature._replaceTextureAtlasData = currentTextureAtlasData;
}
else
currentTextureAtlasData = this.armature._replaceTextureAtlasData as UnityTextureAtlasData;

currentTextureData = currentTextureAtlasData.GetTexture(currentTextureData.name) as UnityTextureData;
}

var currentTextureAtlas = _proxy.isUGUI ? currentTextureAtlasData.uiTexture : currentTextureAtlasData.texture;
if (currentTextureAtlas != null)
{
Expand Down