修复可能的null引用报错
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@@ -478,7 +478,6 @@ namespace Spine
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}
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var attachment = slot.Attachment;
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SFML.Graphics.Texture texture;
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float[] worldVertices; // 顶点世界坐标数组, 连续的 [x0, y0, x1, y1, ...] 坐标值
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int worldVerticesLength; // 顶点数组的长度
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@@ -491,10 +490,11 @@ namespace Spine
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float tintB = _skeleton.B * slot.B;
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float tintA = _skeleton.A * slot.A;
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SFML.Graphics.Texture texture;
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switch (attachment)
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{
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case IRegionAttachment regionAttachment:
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texture = regionAttachment.RendererObject;
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worldVerticesLength = regionAttachment.ComputeWorldVertices(slot, ref _worldVertices);
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worldVertices = _worldVertices;
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triangles = regionAttachment.Triangles;
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@@ -504,9 +504,11 @@ namespace Spine
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tintG *= regionAttachment.G;
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tintB *= regionAttachment.B;
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tintA *= regionAttachment.A;
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// NOTE: RenderObject 的获取要在 ComputeWorldVertices 发生之后, 否则可能存在某些 Region 尚未被赋值产生 null 引用报错
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texture = regionAttachment.RendererObject;
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break;
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case IMeshAttachment meshAttachment:
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texture = meshAttachment.RendererObject;
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worldVerticesLength = meshAttachment.ComputeWorldVertices(slot, ref _worldVertices);
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worldVertices = _worldVertices;
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triangles = meshAttachment.Triangles;
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@@ -516,9 +518,9 @@ namespace Spine
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tintG *= meshAttachment.G;
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tintB *= meshAttachment.B;
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tintA *= meshAttachment.A;
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texture = meshAttachment.RendererObject;
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break;
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case ISkinnedMeshAttachment skinnedMeshAttachment:
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texture = skinnedMeshAttachment.RendererObject;
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worldVerticesLength = skinnedMeshAttachment.ComputeWorldVertices(slot, ref _worldVertices);
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worldVertices = _worldVertices;
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triangles = skinnedMeshAttachment.Triangles;
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@@ -528,6 +530,7 @@ namespace Spine
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tintG *= skinnedMeshAttachment.G;
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tintB *= skinnedMeshAttachment.B;
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tintA *= skinnedMeshAttachment.A;
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texture = skinnedMeshAttachment.RendererObject;
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break;
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case IClippingAttachment clippingAttachment:
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_clipping.ClipStart(slot, clippingAttachment);
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