From 791e955caf5c644d7ef19f5ccf2d4ee1c263e83b Mon Sep 17 00:00:00 2001 From: pharan Date: Wed, 24 May 2017 20:51:49 +0800 Subject: [PATCH] [unity] Apply SkeletonRenderer.initialFlip with Skeleton constructor. --- spine-unity/Assets/spine-unity/SkeletonRenderer.cs | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/spine-unity/Assets/spine-unity/SkeletonRenderer.cs b/spine-unity/Assets/spine-unity/SkeletonRenderer.cs index c1f80a838..f69b2d8bf 100644 --- a/spine-unity/Assets/spine-unity/SkeletonRenderer.cs +++ b/spine-unity/Assets/spine-unity/SkeletonRenderer.cs @@ -184,13 +184,14 @@ namespace Spine.Unity { meshRenderer = GetComponent(); rendererBuffers.Initialize(); - skeleton = new Skeleton(skeletonData); + skeleton = new Skeleton(skeletonData) { + flipX = initialFlipX, + flipY = initialFlipY + }; + if (!string.IsNullOrEmpty(initialSkinName) && !string.Equals(initialSkinName, "default", System.StringComparison.Ordinal)) skeleton.SetSkin(initialSkinName); - skeleton.flipX = initialFlipX; - skeleton.flipY = initialFlipY; - separatorSlots.Clear(); for (int i = 0; i < separatorSlotNames.Length; i++) separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));