This commit is contained in:
badlogic 2018-07-24 16:33:27 +02:00
commit 2199b5a2ea
7 changed files with 15 additions and 15 deletions

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@ -136,26 +136,26 @@ void USpineSkeletonComponent::SetSlotsToSetupPose () {
if (skeleton) spSkeleton_setSlotsToSetupPose(skeleton); if (skeleton) spSkeleton_setSlotsToSetupPose(skeleton);
} }
void USpineSkeletonComponent::SetFlipX (bool flipX) { void USpineSkeletonComponent::SetScaleX (float scaleX) {
CheckState(); CheckState();
if (skeleton) skeleton->flipX = flipX ? 1 : 0; if (skeleton) skeleton->scaleX = scaleX;
} }
bool USpineSkeletonComponent::GetFlipX() { float USpineSkeletonComponent::GetScaleX() {
CheckState(); CheckState();
if (skeleton) return skeleton->flipX != 0; if (skeleton) return skeleton->scaleX;
return false; return 1;
} }
void USpineSkeletonComponent::SetFlipY(bool flipY) { void USpineSkeletonComponent::SetScaleY(float scaleY) {
CheckState(); CheckState();
if (skeleton) skeleton->flipY = flipY ? 1 : 0; if (skeleton) skeleton->scaleY = scaleY;
} }
bool USpineSkeletonComponent::GetFlipY() { float USpineSkeletonComponent::GetScaleY() {
CheckState(); CheckState();
if (skeleton) return skeleton->flipY != 0; if (skeleton) return skeleton->scaleY;
return false; return 1;
} }
void USpineSkeletonComponent::BeginPlay() { void USpineSkeletonComponent::BeginPlay() {

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@ -79,16 +79,16 @@ public:
void SetSlotsToSetupPose(); void SetSlotsToSetupPose();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetFlipX(bool flipX); void SetScaleX(float scaleX);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool GetFlipX(); float GetScaleX();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetFlipY(bool flipY); void SetScaleY(float scaleY);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool GetFlipY(); float GetScaleY();
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton") UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform; FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;

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@ -29,7 +29,7 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
## Example ## Example
### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4) ### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
The Spine UE4 example works on all platforms supported by Unreal Engine. The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.18.
1. Copy the `spine-c` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory. 1. Copy the `spine-c` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
2. Open the SpineUE4.uproject file with Unreal Editor 2. Open the SpineUE4.uproject file with Unreal Editor