[unity] Fix SkeletonUtility not following IK bone positions.

This commit is contained in:
pharan 2018-11-13 05:45:11 +08:00
parent 4fd1743d87
commit 5ab16f6ba7

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@ -141,23 +141,24 @@ namespace Spine.Unity {
// 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);
}
if (rotation) {
if (bone.data.transformMode.InheritsRotation()) {
thisTransform.localRotation = Quaternion.Euler(0, 0, bone.AppliedRotation);
} else {
Vector3 euler = skeletonTransform.rotation.eulerAngles;
thisTransform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z + (bone.WorldRotationX * skeletonFlipRotation));
}
}
if (position)
thisTransform.localPosition = new Vector3(bone.ax, bone.ay, 0);
if (scale) {
thisTransform.localScale = new Vector3(bone.ascaleX, bone.ascaleY, 1f);
incompatibleTransformMode = BoneTransformModeIncompatible(bone);
if (rotation) {
if (bone.data.transformMode.InheritsRotation()) {
thisTransform.localRotation = Quaternion.Euler(0, 0, bone.AppliedRotation);
} else {
Vector3 euler = skeletonTransform.rotation.eulerAngles;
thisTransform.rotation = Quaternion.Euler(euler.x, euler.y, euler.z + (bone.WorldRotationX * skeletonFlipRotation));
}
}
if (scale) {
thisTransform.localScale = new Vector3(bone.ascaleX, bone.ascaleY, 1f);
incompatibleTransformMode = BoneTransformModeIncompatible(bone);
}
break;
}