mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 23:34:53 +08:00
[unity] Call computeWorldVertices before accessing region uvs in SkeletonBaker. Fix only for cosmetic reasons, SkeletonBaker doesn't map sequence functionality to Unity skeletal animation. See #2154.
This commit is contained in:
parent
669af9f6bb
commit
81708ebb0d
@ -513,9 +513,9 @@ namespace Spine.Unity.Editor {
|
||||
|
||||
bone.UpdateWorldTransform();
|
||||
|
||||
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||||
float[] floatVerts = new float[8];
|
||||
attachment.ComputeWorldVertices(slot, floatVerts, 0);
|
||||
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||||
Vector3[] verts = ExtractVerts(floatVerts);
|
||||
|
||||
//unrotate verts now that they're centered
|
||||
@ -550,9 +550,9 @@ namespace Spine.Unity.Editor {
|
||||
slot.Bone.Y = 0;
|
||||
slot.Bone.UpdateWorldTransform();
|
||||
|
||||
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||||
float[] floatVerts = new float[attachment.WorldVerticesLength];
|
||||
attachment.ComputeWorldVertices(slot, floatVerts);
|
||||
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||||
Vector3[] verts = ExtractVerts(floatVerts);
|
||||
|
||||
int[] triangles = attachment.Triangles;
|
||||
@ -617,7 +617,6 @@ namespace Spine.Unity.Editor {
|
||||
|
||||
float[] floatVerts = new float[attachment.WorldVerticesLength];
|
||||
attachment.ComputeWorldVertices(skeleton.Slots.Items[slotIndex], floatVerts);
|
||||
|
||||
Vector2[] uvs = ExtractUV(attachment.UVs);
|
||||
Vector3[] verts = ExtractVerts(floatVerts);
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user