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https://github.com/EsotericSoftware/spine-runtimes.git
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[ue4] Fixed sample regarding flipX/flipY -> scaleX/scaleY, example projects require 4.18 now.
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8ebf1e34d6
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@ -149,26 +149,26 @@ void USpineSkeletonComponent::SetSlotsToSetupPose () {
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if (skeleton) skeleton->setSlotsToSetupPose();
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if (skeleton) skeleton->setSlotsToSetupPose();
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}
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}
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void USpineSkeletonComponent::SetFlipX (bool flipX) {
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void USpineSkeletonComponent::SetScaleX (float scaleX) {
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CheckState();
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CheckState();
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if (skeleton) skeleton->setFlipX(flipX);
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if (skeleton) skeleton->setScaleX(scaleX);
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}
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}
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bool USpineSkeletonComponent::GetFlipX() {
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float USpineSkeletonComponent::GetScaleX() {
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CheckState();
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CheckState();
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if (skeleton) return skeleton->getFlipX();
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if (skeleton) return skeleton->getScaleX();
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return false;
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return 1;
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}
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}
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void USpineSkeletonComponent::SetFlipY(bool flipY) {
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void USpineSkeletonComponent::SetScaleY(float scaleY) {
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CheckState();
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CheckState();
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if (skeleton) skeleton->setFlipY(flipY);
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if (skeleton) skeleton->setScaleY(scaleY);
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}
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}
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bool USpineSkeletonComponent::GetFlipY() {
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float USpineSkeletonComponent::GetScaleY() {
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CheckState();
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CheckState();
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if (skeleton) return skeleton->getFlipY();
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if (skeleton) return skeleton->getScaleY();
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return false;
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return 1;
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}
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}
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void USpineSkeletonComponent::GetBones(TArray<FString> &Bones) {
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void USpineSkeletonComponent::GetBones(TArray<FString> &Bones) {
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@ -79,16 +79,16 @@ public:
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void SetSlotsToSetupPose();
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void SetSlotsToSetupPose();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetFlipX(bool flipX);
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void SetScaleX(float scaleX);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool GetFlipX();
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float GetScaleX();
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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void SetFlipY(bool flipY);
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void SetScaleY(float scaleY);
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
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bool GetFlipY();
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float GetScaleY();
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
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void GetBones(TArray<FString> &Bones);
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void GetBones(TArray<FString> &Bones);
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@ -1,5 +1,5 @@
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# spine-ue4
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# spine-ue4
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The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.17+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
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The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.18+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
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## Licensing
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## Licensing
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@ -29,7 +29,7 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
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## Example
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## Example
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### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
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### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
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The Spine UE4 example works on all platforms supported by Unreal Engine.
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The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.18.
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1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
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1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
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2. Open the SpineUE4.uproject file with Unreal Editor
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2. Open the SpineUE4.uproject file with Unreal Editor
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@ -1,6 +1,6 @@
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{
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{
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"FileVersion": 3,
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"FileVersion": 3,
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"EngineAssociation": "4.17",
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"EngineAssociation": "4.18",
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"Category": "",
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"Category": "",
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"Description": "",
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"Description": "",
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"Modules": [
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"Modules": [
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