[ue4] Ported flipX/flipY -> scaleX/scaleY change. See #1142.

This commit is contained in:
badlogic 2018-07-24 15:16:23 +02:00
parent 84dcd6ba25
commit 77d495bc6d
2 changed files with 14 additions and 14 deletions

View File

@ -136,26 +136,26 @@ void USpineSkeletonComponent::SetSlotsToSetupPose () {
if (skeleton) spSkeleton_setSlotsToSetupPose(skeleton); if (skeleton) spSkeleton_setSlotsToSetupPose(skeleton);
} }
void USpineSkeletonComponent::SetFlipX (bool flipX) { void USpineSkeletonComponent::SetScaleX (float scaleX) {
CheckState(); CheckState();
if (skeleton) skeleton->flipX = flipX ? 1 : 0; if (skeleton) skeleton->scaleX = scaleX;
} }
bool USpineSkeletonComponent::GetFlipX() { float USpineSkeletonComponent::GetScaleX() {
CheckState(); CheckState();
if (skeleton) return skeleton->flipX != 0; if (skeleton) return skeleton->scaleX;
return false; return 1;
} }
void USpineSkeletonComponent::SetFlipY(bool flipY) { void USpineSkeletonComponent::SetScaleY(float scaleY) {
CheckState(); CheckState();
if (skeleton) skeleton->flipY = flipY ? 1 : 0; if (skeleton) skeleton->scaleY = scaleY;
} }
bool USpineSkeletonComponent::GetFlipY() { float USpineSkeletonComponent::GetScaleY() {
CheckState(); CheckState();
if (skeleton) return skeleton->flipY != 0; if (skeleton) return skeleton->scaleY;
return false; return 1;
} }
void USpineSkeletonComponent::BeginPlay() { void USpineSkeletonComponent::BeginPlay() {

View File

@ -79,16 +79,16 @@ public:
void SetSlotsToSetupPose(); void SetSlotsToSetupPose();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetFlipX(bool flipX); void SetScaleX(float scaleX);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool GetFlipX(); float GetScaleX();
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
void SetFlipY(bool flipY); void SetScaleY(float scaleY);
UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton") UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
bool GetFlipY(); float GetScaleY();
UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton") UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform; FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;