[unity] Fixed SkeletonRagdoll2D behaviour being wrong in Unity 2020.3+. Closes #1977.

This commit is contained in:
Harald Csaszar 2021-11-03 19:46:41 +01:00
parent c92bca135f
commit 69460f3bd6

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@ -29,7 +29,7 @@
// Contributed by: Mitch Thompson
#if UNITY_2019_2_OR_NEWER
#if UNITY_2019_2 || UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 // note: 2020.3+ uses old bahavior again
#define HINGE_JOINT_NEW_BEHAVIOUR
#endif
@ -42,7 +42,7 @@ namespace Spine.Unity.Examples {
public class SkeletonRagdoll2D : MonoBehaviour {
static Transform parentSpaceHelper;
#region Inspector
#region Inspector
[Header("Hierarchy")]
[SpineBone]
public string startingBoneName = "";
@ -72,7 +72,7 @@ namespace Spine.Unity.Examples {
[Range(0, 1)]
public float mix = 1;
public bool oldRagdollBehaviour = false;
#endregion
#endregion
ISkeletonAnimation targetSkeletonComponent;
Skeleton skeleton;
@ -110,7 +110,7 @@ namespace Spine.Unity.Examples {
}
}
#region API
#region API
public Rigidbody2D[] RigidbodyArray {
get {
if (!isActive)
@ -299,7 +299,7 @@ namespace Spine.Unity.Examples {
var bone = skeleton.FindBone(boneName);
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
}
#endregion
#endregion
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
void RecursivelyCreateBoneProxies (Bone b) {