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https://github.com/EsotericSoftware/spine-runtimes.git
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[ue4] Added Color property to SkeletonRendererComponent. The value of that property will be set on the underlying spSkeleton->color and allows tinting of the skeleton instance.
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@ -71,6 +71,8 @@ void USpineSkeletonRendererComponent::TickComponent (float DeltaTime, ELevelTick
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USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
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USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
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if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
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if (skeleton && !skeleton->IsBeingDestroyed() && skeleton->GetSkeleton() && skeleton->Atlas) {
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spColor_setFromFloats(&skeleton->GetSkeleton()->color, Color.R, Color.G, Color.B, Color.A);
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if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
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if (atlasNormalBlendMaterials.Num() != skeleton->Atlas->atlasPages.Num()) {
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atlasNormalBlendMaterials.SetNum(0);
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atlasNormalBlendMaterials.SetNum(0);
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pageToNormalBlendMaterial.Empty();
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pageToNormalBlendMaterial.Empty();
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@ -65,6 +65,9 @@ public:
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FName TextureParameterName;
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FName TextureParameterName;
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UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
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FLinearColor Color = FLinearColor(1, 1, 1, 1);
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protected:
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protected:
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void UpdateMesh (spSkeleton* Skeleton);
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void UpdateMesh (spSkeleton* Skeleton);
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