[unity] Fix some type uses in SpineMesh code.

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John 2018-06-24 09:06:38 +08:00 committed by GitHub
parent 38f66b8720
commit 40a3a39008
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@ -680,8 +680,8 @@ namespace Spine.Unity {
int vertexIndex = 0;
var tempVerts = this.tempVerts;
Vector3 bmin = this.meshBoundsMin;
Vector3 bmax = this.meshBoundsMax;
Vector2 bmin = this.meshBoundsMin;
Vector2 bmax = this.meshBoundsMax;
var vbi = vertexBuffer.Items;
var ubi = uvBuffer.Items;
@ -988,10 +988,11 @@ namespace Spine.Unity {
mesh.bounds = new Bounds();
} else {
//mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
Vector2 halfSize = (meshBoundsMax - meshBoundsMin) * 0.5f;
float halfWidth = (meshBoundsMax.x - meshBoundsMin.x) * 0.5f;
float halfHeight = (meshBoundsMax.y - meshBoundsMin.y) * 0.5f;
mesh.bounds = new Bounds {
center = (Vector3)(meshBoundsMin + halfSize),
extents = new Vector3(halfSize.x, halfSize.y, meshBoundsThickness * 0.5f)
center = new Vector3(meshBoundsMin.x + halfWidth, meshBoundsMin.y + halfHeight),
extents = new Vector3(halfWidth, halfHeight, meshBoundsThickness * 0.5f)
};
}
}