[unity] Fixed SkeletonutilityBone zPosition property having no effect. Closes #2255.

This commit is contained in:
Harald Csaszar 2023-02-21 14:02:00 +01:00
parent a5fc30cbf2
commit 85a972922a
2 changed files with 8 additions and 4 deletions

View File

@ -158,8 +158,10 @@ namespace Spine.Unity.Editor {
}
}
EditorGUILayout.PropertyField(zPosition);
EditorGUILayout.PropertyField(position);
bool isOverrideMode = mode.enumValueIndex == 1;
using (new EditorGUI.DisabledGroupScope(isOverrideMode))
EditorGUILayout.PropertyField(zPosition);
EditorGUILayout.PropertyField(position, new GUIContent("XY Position"));
EditorGUILayout.PropertyField(rotation);
EditorGUILayout.PropertyField(scale);

View File

@ -130,7 +130,8 @@ namespace Spine.Unity {
switch (phase) {
case UpdatePhase.Local:
if (position)
thisTransform.localPosition = new Vector3(bone.X * positionScale, bone.Y * positionScale, 0);
thisTransform.localPosition = new Vector3(bone.X * positionScale, bone.Y * positionScale,
zPosition ? 0 : thisTransform.localPosition.z);
if (rotation) {
if (bone.Data.TransformMode.InheritsRotation()) {
@ -149,7 +150,8 @@ namespace Spine.Unity {
case UpdatePhase.World:
case UpdatePhase.Complete:
if (position)
thisTransform.localPosition = new Vector3(bone.AX * positionScale, bone.AY * positionScale, 0);
thisTransform.localPosition = new Vector3(bone.AX * positionScale, bone.AY * positionScale,
zPosition ? 0 : thisTransform.localPosition.z);
if (rotation) {
if (bone.Data.TransformMode.InheritsRotation()) {