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[unity] Skip SkeletonUtility follow post-local phase if bones are not constrained.
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@ -142,24 +142,25 @@ namespace Spine.Unity {
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break;
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case UpdatePhase.World:
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case UpdatePhase.Complete:
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// Use Applied transform values (ax, ay, AppliedRotation, ascale) because world values may be modified by constraints.
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bone.UpdateAppliedTransform();
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// Use Applied transform values (ax, ay, AppliedRotation, ascale) if world values were modified by constraints.
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if (!bone.appliedValid) {
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bone.UpdateAppliedTransform();
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if (position)
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thisTransform.localPosition = new Vector3(bone.ax, bone.ay, 0);
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if (position)
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thisTransform.localPosition = new Vector3(bone.ax, bone.ay, 0);
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if (rotation) {
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if (bone.data.transformMode.InheritsRotation()) {
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thisTransform.localRotation = Quaternion.Euler(0, 0, bone.AppliedRotation);
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} else {
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Vector3 euler = skeletonTransform.rotation.eulerAngles;
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thisTransform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z + (bone.WorldRotationX * skeletonFlipRotation));
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if (rotation) {
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if (bone.data.transformMode.InheritsRotation()) {
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thisTransform.localRotation = Quaternion.Euler(0, 0, bone.AppliedRotation);
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} else {
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Vector3 euler = skeletonTransform.rotation.eulerAngles;
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thisTransform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z + (bone.WorldRotationX * skeletonFlipRotation));
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}
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}
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}
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if (scale) {
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thisTransform.localScale = new Vector3(bone.ascaleX, bone.ascaleY, 1f);
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incompatibleTransformMode = BoneTransformModeIncompatible(bone);
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if (scale) {
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thisTransform.localScale = new Vector3(bone.ascaleX, bone.ascaleY, 1f);
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incompatibleTransformMode = BoneTransformModeIncompatible(bone);
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}
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}
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break;
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}
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