[Unity] Fixed Sprite Mesh Type 'Tight' causing issues when used to replace attachments (GetRemappedClone, ToAtlasRegion). Closes #1884. Closes pull request #1994.

This commit is contained in:
Harald Csaszar 2021-12-09 18:34:24 +01:00
parent e4aa18f7f4
commit 9ecf28b253

View File

@ -193,18 +193,15 @@ namespace Spine.Unity.AttachmentTools {
region.index = -1;
region.degrees = s.packed && s.packingRotation != SpritePackingRotation.None ? 90 : 0;
// World space units
Bounds bounds = s.bounds;
Vector2 boundsMin = bounds.min, boundsMax = bounds.max;
// Texture space/pixel units
Rect spineRect = s.rect.SpineUnityFlipRect(s.texture.height);
Rect spineRect = s.textureRect.SpineUnityFlipRect(s.texture.height);
Rect originalRect = s.rect;
region.width = (int)spineRect.width;
region.originalWidth = (int)spineRect.width;
region.originalWidth = (int)originalRect.width;
region.height = (int)spineRect.height;
region.originalHeight = (int)spineRect.height;
region.offsetX = spineRect.width * (0.5f - InverseLerp(boundsMin.x, boundsMax.x, 0));
region.offsetY = spineRect.height * (0.5f - InverseLerp(boundsMin.y, boundsMax.y, 0));
region.originalHeight = (int)originalRect.height;
region.offsetX = s.textureRectOffset.x;
region.offsetY = s.textureRectOffset.y;
if (isolatedTexture) {
region.u = 0;