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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
Added bone inherit rotation and scale in csharp
Just mimicked the changes in spine-libgdx and your code pattern in c#. Working fine in Unity.
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@ -61,10 +61,19 @@ namespace Spine {
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if (parent != null) {
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WorldX = X * parent.M00 + Y * parent.M01 + parent.WorldX;
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WorldY = X * parent.M10 + Y * parent.M11 + parent.WorldY;
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WorldScaleX = parent.WorldScaleX * ScaleX;
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WorldScaleY = parent.WorldScaleY * ScaleY;
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WorldRotation = parent.WorldRotation + Rotation;
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if(Data.inheritScale) {
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WorldScaleX = parent.WorldScaleX * ScaleX;
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WorldScaleY = parent.WorldScaleY * ScaleY;
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} else {
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WorldScaleX = ScaleX;
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WorldScaleY = ScaleY;
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}
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WorldRotation = Data.inheritRotation ? parent.WorldRotation + Rotation : Rotation;
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} else {
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WorldX = X;
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WorldY = Y;
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WorldScaleX = ScaleX;
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@ -36,6 +36,8 @@ namespace Spine {
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public float Rotation { get; set; }
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public float ScaleX { get; set; }
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public float ScaleY { get; set; }
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public bool inheritScale { get; set; }
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public bool inheritRotation { get; set; }
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/** @param parent May be null. */
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public BoneData (String name, BoneData parent) {
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@ -83,6 +83,8 @@ namespace Spine {
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boneData.Rotation = GetFloat(boneMap, "rotation", 0);
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boneData.ScaleX = GetFloat(boneMap, "scaleX", 1);
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boneData.ScaleY = GetFloat(boneMap, "scaleY", 1);
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boneData.inheritScale = GetBoolean (boneMap, "inheritScale", true);
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boneData.inheritRotation = GetBoolean (boneMap, "inheritRotation", true);
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skeletonData.AddBone(boneData);
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}
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@ -174,6 +176,12 @@ namespace Spine {
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return (float)defaultValue;
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return (float)map[name];
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}
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private bool GetBoolean (Dictionary<String, Object> map, String name, bool defaultValue) {
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if (!map.ContainsKey(name))
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return (bool)defaultValue;
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return (bool)map[name];
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}
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public static float ToColor (String hexString, int colorIndex) {
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if (hexString.Length != 8)
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