[unity] Fix DrawBoundingBoxes.

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John 2018-03-14 23:15:16 +08:00 committed by GitHub
parent 37e8f92867
commit 294ab507b5
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@ -1824,11 +1824,7 @@ namespace Spine.Unity.Editor {
}
public static void DrawDot (Vector3 position, float size) {
#if UNITY_5_6_OR_NEWER
Handles.DotHandleCap(0, position, Quaternion.identity, size * HandleUtility.GetHandleSize(position), EventType.Ignore);
#else
Handles.DotCap(0, position, Quaternion.identity, size * HandleUtility.GetHandleSize(position));
#endif
Handles.DotHandleCap(0, position, Quaternion.identity, size * HandleUtility.GetHandleSize(position), EventType.Ignore); //Handles.DotCap(0, position, Quaternion.identity, size * HandleUtility.GetHandleSize(position));
}
public static void DrawBoundingBoxes (Transform transform, Skeleton skeleton) {
@ -1841,15 +1837,14 @@ namespace Spine.Unity.Editor {
public static void DrawBoundingBox (Slot slot, BoundingBoxAttachment box, Transform t) {
if (box.Vertices.Length <= 2) return; // Handle cases where user creates a BoundingBoxAttachment but doesn't actually define it.
var worldVerts = new float[box.Vertices.Length];
var worldVerts = new float[box.WorldVerticesLength];
box.ComputeWorldVertices(slot, worldVerts);
Handles.color = Color.green;
Vector3 lastVert = Vector3.zero;
Vector3 vert = Vector3.zero;
Vector3 firstVert = t.TransformPoint(new Vector3(worldVerts[0], worldVerts[1], 0));
int n = worldVerts.Length - 1;
for (int i = 0; i < n; i += 2) {
for (int i = 0; i < worldVerts.Length; i += 2) {
vert.x = worldVerts[i];
vert.y = worldVerts[i + 1];
vert.z = 0;