From 6950832d1e8e2a3647b4c389bf8380d6da2c3678 Mon Sep 17 00:00:00 2001 From: John Date: Wed, 9 Mar 2016 05:14:45 +0800 Subject: [PATCH] Fix SkeletonUtility Bone SceneGUI --- .../SkeletonUtility/Editor/SkeletonUtilityInspector.cs | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/spine-unity/Assets/spine-unity/SkeletonUtility/Editor/SkeletonUtilityInspector.cs b/spine-unity/Assets/spine-unity/SkeletonUtility/Editor/SkeletonUtilityInspector.cs index e6af51945..d1f559181 100644 --- a/spine-unity/Assets/spine-unity/SkeletonUtility/Editor/SkeletonUtilityInspector.cs +++ b/spine-unity/Assets/spine-unity/SkeletonUtility/Editor/SkeletonUtilityInspector.cs @@ -96,21 +96,20 @@ public class SkeletonUtilityInspector : Editor { } - void OnDestroy () { - - } - void OnSceneGUI () { if (skeleton == null) { OnEnable(); return; } - float flipRotation = skeleton.FlipX ? -1 : 1; + // MITCH + //float flipRotation = skeleton.FlipX ? -1 : 1; + const float flipRotation = 1; foreach (Bone b in skeleton.Bones) { Vector3 vec = transform.TransformPoint(new Vector3(b.WorldX, b.WorldY, 0)); + // MITCH Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX * flipRotation); Vector3 forward = transform.TransformDirection(rot * Vector3.right); forward *= flipRotation;