调整调试输出逻辑
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@@ -628,7 +628,7 @@ namespace Spine
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if (DebugRegions)
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if (DebugRegions)
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{
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{
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vt.Color = AttachmentLineColor;
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vt.Color = AttachmentLineColor;
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foreach (var slot in _skeleton.Slots.Where(s => s.Bone.Active && !s.Disabled))
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foreach (var slot in _skeleton.IterDrawOrder().Where(s => s.A > 0 && s.Bone.Active && !s.Disabled))
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{
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{
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if (slot.Attachment is IRegionAttachment regionAttachment)
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if (slot.Attachment is IRegionAttachment regionAttachment)
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{
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{
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@@ -660,7 +660,7 @@ namespace Spine
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if (DebugMeshes)
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if (DebugMeshes)
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{
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{
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vt.Color = MeshLineColor;
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vt.Color = MeshLineColor;
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foreach (var slot in _skeleton.Slots.Where(s => s.Bone.Active && !s.Disabled))
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foreach (var slot in _skeleton.IterDrawOrder().Where(s => s.A > 0 && s.Bone.Active && !s.Disabled))
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{
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{
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if (slot.Attachment is IMeshAttachment meshAttachment)
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if (slot.Attachment is IMeshAttachment meshAttachment)
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{
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{
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@@ -696,7 +696,7 @@ namespace Spine
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if (DebugMeshHulls)
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if (DebugMeshHulls)
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{
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{
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vt.Color = AttachmentLineColor;
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vt.Color = AttachmentLineColor;
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foreach (var slot in _skeleton.Slots.Where(s => s.Bone.Active && !s.Disabled))
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foreach (var slot in _skeleton.IterDrawOrder().Where(s => s.A > 0 && s.Bone.Active && !s.Disabled))
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{
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{
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if (slot.Attachment is IMeshAttachment meshAttachment)
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if (slot.Attachment is IMeshAttachment meshAttachment)
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{
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{
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@@ -742,7 +742,7 @@ namespace Spine
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if (DebugClippings)
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if (DebugClippings)
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{
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{
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vt.Color = ClippingLineColor;
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vt.Color = ClippingLineColor;
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foreach (var slot in _skeleton.Slots.Where(s => s.Bone.Active && !s.Disabled))
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foreach (var slot in _skeleton.IterDrawOrder().Where(s => s.A > 0 && s.Bone.Active && !s.Disabled))
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{
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{
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if (slot.Attachment is IClippingAttachment clippingAttachment)
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if (slot.Attachment is IClippingAttachment clippingAttachment)
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{
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{
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@@ -799,7 +799,7 @@ namespace Spine
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if (DebugBones)
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if (DebugBones)
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{
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{
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var width = Math.Max(Math.Abs(_skeleton.ScaleX), Math.Abs(_skeleton.ScaleY));
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var width = Math.Max(Math.Abs(_skeleton.ScaleX), Math.Abs(_skeleton.ScaleY));
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foreach (var bone in _skeleton.Bones.Where(b => b.Active))
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foreach (var bone in _skeleton.IterDrawOrder().Where(s => s.A > 0 && s.Bone.Active && !s.Disabled).Select(st => st.Bone))
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{
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{
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var boneLength = bone.Length;
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var boneLength = bone.Length;
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var p1 = new SFML.System.Vector2f(bone.WorldX, bone.WorldY);
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var p1 = new SFML.System.Vector2f(bone.WorldX, bone.WorldY);
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@@ -815,7 +815,7 @@ namespace Spine
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if (DebugBones)
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if (DebugBones)
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{
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{
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var radius = Math.Max(Math.Abs(_skeleton.ScaleX), Math.Abs(_skeleton.ScaleY));
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var radius = Math.Max(Math.Abs(_skeleton.ScaleX), Math.Abs(_skeleton.ScaleY));
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foreach (var bone in _skeleton.Bones.Where(b => b.Active))
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foreach (var bone in _skeleton.IterDrawOrder().Where(s => s.A > 0 && s.Bone.Active && !s.Disabled).Select(st => st.Bone))
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{
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{
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DrawCirclePoint(target, new(bone.WorldX, bone.WorldY), BonePointColor, radius);
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DrawCirclePoint(target, new(bone.WorldX, bone.WorldY), BonePointColor, radius);
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}
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}
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