移除一些非必要默认值

This commit is contained in:
ww-rm
2025-06-13 00:11:03 +08:00
parent 9be77ba8bd
commit 1092f37a02
3 changed files with 58 additions and 54 deletions

View File

@@ -237,7 +237,7 @@ namespace Spine
/// <summary>
/// 是否使用预乘 Alpha
/// </summary>
public bool UsePma { get; set; } = false;
public bool UsePma { get; set; }
/// <summary>
/// 物理约束更新方式
@@ -247,7 +247,7 @@ namespace Spine
/// <summary>
/// 启用渲染调试, 将会使所有 <c>DebugXXX</c> 属性生效
/// </summary>
public bool EnableDebug { get; set; } = false;
public bool EnableDebug { get; set; }
/// <summary>
/// 显示纹理
@@ -257,47 +257,47 @@ namespace Spine
/// <summary>
/// 显示包围盒
/// </summary>
public bool DebugBounds { get; set; } = false;
public bool DebugBounds { get; set; }
/// <summary>
/// 显示骨骼
/// </summary>
public bool DebugBones { get; set; } = false;
public bool DebugBones { get; set; }
/// <summary>
/// 显示区域附件边框
/// </summary>
public bool DebugRegions { get; set; } = false;
public bool DebugRegions { get; set; }
/// <summary>
/// 显示网格附件边框线
/// </summary>
public bool DebugMeshHulls { get; set; } = false;
public bool DebugMeshHulls { get; set; }
/// <summary>
/// 显示网格附件网格线
/// </summary>
public bool DebugMeshes { get; set; } = false;
public bool DebugMeshes { get; set; }
/// <summary>
/// 显示碰撞盒附件边框线
/// </summary>
public bool DebugBoundingBoxes { get; set; } = false;
public bool DebugBoundingBoxes { get; set; }
/// <summary>
/// 显示路径附件网格线
/// </summary>
public bool DebugPaths { get; set; } = false;
public bool DebugPaths { get; set; }
/// <summary>
/// 显示点附件
/// </summary>
public bool DebugPoints { get; set; } = false;
public bool DebugPoints { get; set; }
/// <summary>
/// 显示剪裁附件网格线
/// </summary>
public bool DebugClippings { get; set; } = false;
public bool DebugClippings { get; set; }
/// <summary>
/// 获取某个插槽上的附件名, 插槽不存在或者无附件均返回 null

View File

@@ -26,17 +26,17 @@ namespace Spine.SpineWrappers
/// <summary>
/// 在读取纹理时强制进行通道预乘操作
/// </summary>
public bool ForcePremul { get; set; } = false;
public bool ForcePremul { get; set; }
/// <summary>
/// 强制使用 Nearest
/// </summary>
public bool ForceNearest { get; set; } = false;
public bool ForceNearest { get; set; }
/// <summary>
/// 强制启用 Mipmap
/// </summary>
public bool ForceMipmap { get; set; } = false;
public bool ForceMipmap { get; set; }
private SFML.Graphics.Texture ReadTexture(string path)
{

View File

@@ -13,6 +13,48 @@ namespace SpineViewer.Models
{
public class SpineObjectConfigModel
{
public bool UsePma { get; set; }
public string Physics { get; set; } = ISkeleton.Physics.Update.ToString();
public float Scale { get; set; } = 1f;
public bool FlipX { get; set; }
public bool FlipY { get; set; }
public float X { get; set; }
public float Y { get; set; }
public List<string> LoadedSkins { get; set; } = [];
public Dictionary<string, string?> SlotAttachment { get; set; } = [];
public List<string?> Animations { get; set; } = [];
public bool DebugTexture { get; set; } = true;
public bool DebugBounds { get; set; }
public bool DebugBones { get; set; }
public bool DebugRegions { get; set; }
public bool DebugMeshHulls { get; set; }
public bool DebugMeshes { get; set; }
public bool DebugBoundingBoxes { get; set; }
public bool DebugPaths { get; set; }
public bool DebugPoints { get; set; }
public bool DebugClippings { get; set; }
#region
/// <summary>
/// 保存 Json 文件的格式参数
/// </summary>
@@ -36,7 +78,7 @@ namespace SpineViewer.Models
}
/// <summary>
/// 保存预设至文件, 概率抛出异常
/// 保存至文件, 可能抛出异常
/// </summary>
public void Serialize(string path)
{
@@ -45,44 +87,6 @@ namespace SpineViewer.Models
File.WriteAllText(path, json, Encoding.UTF8);
}
public bool UsePma { get; set; }
public string Physics { get; set; } = ISkeleton.Physics.Update.ToString();
public float Scale { get; set; } = 1f;
public bool FlipX { get; set; }
public bool FlipY { get; set; }
public float X { get; set; }
public float Y { get; set; }
public List<string> LoadedSkins { get; set; } = [];
public Dictionary<string, string?> SlotAttachment { get; set; } = [];
public List<string?> Animations { get; set; } = [];
public bool DebugTexture { get; set; } = true;
public bool DebugBounds { get; set; } = true;
public bool DebugBones { get; set; }
public bool DebugRegions { get; set; }
public bool DebugMeshHulls { get; set; }
public bool DebugMeshes { get; set; }
public bool DebugBoundingBoxes { get; set; }
public bool DebugPaths { get; set; }
public bool DebugPoints { get; set; }
public bool DebugClippings { get; set; }
#endregion
}
}