[unity] Skip SkeletonUtility follow post-local phase if bones are not constrained.

This commit is contained in:
pharan 2018-01-31 19:32:34 +08:00
parent 9e89e37c54
commit 1d5b62c2fd

View File

@ -142,9 +142,9 @@ namespace Spine.Unity {
break;
case UpdatePhase.World:
case UpdatePhase.Complete:
// Use Applied transform values (ax, ay, AppliedRotation, ascale) because world values may be modified by constraints.
// Use Applied transform values (ax, ay, AppliedRotation, ascale) if world values were modified by constraints.
if (!bone.appliedValid) {
bone.UpdateAppliedTransform();
if (position)
thisTransform.localPosition = new Vector3(bone.ax, bone.ay, 0);
@ -161,6 +161,7 @@ namespace Spine.Unity {
thisTransform.localScale = new Vector3(bone.ascaleX, bone.ascaleY, 1f);
incompatibleTransformMode = BoneTransformModeIncompatible(bone);
}
}
break;
}