mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] PhysicsConstraints: Fixed a potential bug with last position and rotation being reset too early in Initialize().
This commit is contained in:
parent
e65f3f61a5
commit
b5f6e8066f
@ -711,8 +711,6 @@ namespace Spine.Unity {
|
|||||||
}
|
}
|
||||||
|
|
||||||
public void Initialize (bool overwrite) {
|
public void Initialize (bool overwrite) {
|
||||||
ResetLastPositionAndRotation();
|
|
||||||
|
|
||||||
if (this.IsValid && !overwrite) return;
|
if (this.IsValid && !overwrite) return;
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
|
if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
|
||||||
@ -733,6 +731,8 @@ namespace Spine.Unity {
|
|||||||
baseTexture = skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture;
|
baseTexture = skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture;
|
||||||
canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
|
canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
|
||||||
|
|
||||||
|
ResetLastPositionAndRotation();
|
||||||
|
|
||||||
// Set the initial Skin and Animation
|
// Set the initial Skin and Animation
|
||||||
if (!string.IsNullOrEmpty(initialSkinName))
|
if (!string.IsNullOrEmpty(initialSkinName))
|
||||||
skeleton.SetSkin(initialSkinName);
|
skeleton.SetSkin(initialSkinName);
|
||||||
|
|||||||
@ -396,8 +396,6 @@ namespace Spine.Unity {
|
|||||||
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Skeleton object and buffers.</summary>
|
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Skeleton object and buffers.</summary>
|
||||||
/// <param name="overwrite">If set to <c>true</c>, it will overwrite internal objects if they were already generated. Otherwise, the initialized component will ignore subsequent calls to initialize.</param>
|
/// <param name="overwrite">If set to <c>true</c>, it will overwrite internal objects if they were already generated. Otherwise, the initialized component will ignore subsequent calls to initialize.</param>
|
||||||
public virtual void Initialize (bool overwrite, bool quiet = false) {
|
public virtual void Initialize (bool overwrite, bool quiet = false) {
|
||||||
ResetLastPositionAndRotation();
|
|
||||||
|
|
||||||
if (valid && !overwrite)
|
if (valid && !overwrite)
|
||||||
return;
|
return;
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
@ -434,6 +432,8 @@ namespace Spine.Unity {
|
|||||||
ScaleY = initialFlipY ? -1 : 1
|
ScaleY = initialFlipY ? -1 : 1
|
||||||
};
|
};
|
||||||
|
|
||||||
|
ResetLastPositionAndRotation();
|
||||||
|
|
||||||
if (!string.IsNullOrEmpty(initialSkinName) && !string.Equals(initialSkinName, "default", System.StringComparison.Ordinal))
|
if (!string.IsNullOrEmpty(initialSkinName) && !string.Equals(initialSkinName, "default", System.StringComparison.Ordinal))
|
||||||
skeleton.SetSkin(initialSkinName);
|
skeleton.SetSkin(initialSkinName);
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user