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[unity] Rename extension to SetLocalPosition
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@ -121,13 +121,13 @@ namespace Spine.Unity {
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#region Bone
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#region Bone
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/// <summary>Sets the bone's (local) X and Y according to a Vector2</summary>
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/// <summary>Sets the bone's (local) X and Y according to a Vector2</summary>
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public static void SetPosition (this Bone bone, Vector2 position) {
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public static void SetLocalPosition (this Bone bone, Vector2 position) {
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bone.X = position.x;
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bone.X = position.x;
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bone.Y = position.y;
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bone.Y = position.y;
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}
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}
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/// <summary>Sets the bone's (local) X and Y according to a Vector3. The z component is ignored.</summary>
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/// <summary>Sets the bone's (local) X and Y according to a Vector3. The z component is ignored.</summary>
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public static void SetPosition (this Bone bone, Vector3 position) {
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public static void SetLocalPosition (this Bone bone, Vector3 position) {
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bone.X = position.x;
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bone.X = position.x;
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bone.Y = position.y;
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bone.Y = position.y;
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}
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}
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@ -196,12 +196,12 @@ namespace Spine.Unity {
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/// <returns>The local position in its parent bone space, or in skeleton space if it is the root bone.</returns>
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/// <returns>The local position in its parent bone space, or in skeleton space if it is the root bone.</returns>
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public static Vector2 SetPositionSkeletonSpace (this Bone bone, Vector2 skeletonSpacePosition) {
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public static Vector2 SetPositionSkeletonSpace (this Bone bone, Vector2 skeletonSpacePosition) {
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if (bone.parent == null) { // root bone
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if (bone.parent == null) { // root bone
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bone.SetPosition(skeletonSpacePosition);
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bone.SetLocalPosition(skeletonSpacePosition);
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return skeletonSpacePosition;
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return skeletonSpacePosition;
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} else {
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} else {
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var parent = bone.parent;
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var parent = bone.parent;
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Vector2 parentLocal = parent.WorldToLocal(skeletonSpacePosition);
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Vector2 parentLocal = parent.WorldToLocal(skeletonSpacePosition);
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bone.SetPosition(parentLocal);
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bone.SetLocalPosition(parentLocal);
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return parentLocal;
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return parentLocal;
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}
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}
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}
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}
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