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[csharp] Made Skeleton.scaleX/scaleY private, Skeleton.ScaleY getter takes Bone.yDown into account. Fixes #1386.
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@ -150,7 +150,7 @@ namespace Spine {
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Bone parent = this.parent;
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if (parent == null) { // Root bone.
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float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
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float rotationY = rotation + 90 + shearY, sx = skeleton.ScaleX, sy = skeleton.ScaleY;
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a = MathUtils.CosDeg(rotation + shearX) * scaleX * sx;
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b = MathUtils.CosDeg(rotationY) * scaleY * sx;
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c = MathUtils.SinDeg(rotation + shearX) * scaleX * sy;
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@ -212,15 +212,15 @@ namespace Spine {
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case TransformMode.NoScale:
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case TransformMode.NoScaleOrReflection: {
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float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
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float za = (pa * cos + pb * sin) / skeleton.scaleX;
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float zc = (pc * cos + pd * sin) / skeleton.scaleY;
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float za = (pa * cos + pb * sin) / skeleton.ScaleX;
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float zc = (pc * cos + pd * sin) / skeleton.ScaleY;
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float s = (float)Math.Sqrt(za * za + zc * zc);
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if (s > 0.00001f) s = 1 / s;
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za *= s;
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zc *= s;
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s = (float)Math.Sqrt(za * za + zc * zc);
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if (data.transformMode == TransformMode.NoScale
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&& (pa * pd - pb * pc < 0) != (skeleton.scaleX < 0 != skeleton.scaleY < 0)) s = -s;
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&& (pa * pd - pb * pc < 0) != (skeleton.ScaleX < 0 != skeleton.ScaleY < 0)) s = -s;
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float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
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float zb = MathUtils.Cos(r) * s;
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@ -237,10 +237,10 @@ namespace Spine {
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}
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}
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a *= skeleton.scaleX;
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b *= skeleton.scaleX;
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c *= skeleton.scaleY;
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d *= skeleton.scaleY;
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a *= skeleton.ScaleX;
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b *= skeleton.ScaleX;
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c *= skeleton.ScaleY;
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d *= skeleton.ScaleY;
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}
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public void SetToSetupPose () {
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@ -44,7 +44,7 @@ namespace Spine {
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internal Skin skin;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal float time;
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internal float scaleX = 1, scaleY = 1;
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private float scaleX = 1, scaleY = 1;
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internal float x, y;
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public SkeletonData Data { get { return data; } }
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@ -64,7 +64,7 @@ namespace Spine {
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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public float ScaleY { get { return scaleY * (Bone.yDown ? -1 : 1); } set { scaleY = value; } }
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[Obsolete("Use ScaleX instead. FlipX is when ScaleX is negative.")]
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public bool FlipX { get { return scaleX < 0; } set { scaleX = value ? -1f : 1f; } }
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@ -77,8 +77,7 @@ namespace Spine {
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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// Flip the skeleton on the y-axis and center it within the viewport
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skeleton.ScaleY = -1;
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// Center within the viewport
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skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
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skeleton.Y = game.GraphicsDevice.Viewport.Height;
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@ -135,7 +134,6 @@ namespace Spine {
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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skeleton.ScaleY = -1;
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skeleton.X = game.GraphicsDevice.Viewport.Width / 2 + 200;
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skeleton.Y = game.GraphicsDevice.Viewport.Height;
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@ -182,7 +180,6 @@ namespace Spine {
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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skeleton.ScaleY = -1;
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skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
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skeleton.Y = game.GraphicsDevice.Viewport.Height;
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@ -237,7 +234,6 @@ namespace Spine {
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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skeleton.ScaleY = -1;
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skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
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skeleton.Y = game.GraphicsDevice.Viewport.Height;
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