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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Adapted spine-unity to commit 73fc786 "Made Skeleton.scaleX/scaleY private".
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73fc7867d8
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@ -177,7 +177,7 @@ namespace Spine.Unity {
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}
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Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
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if (followSkeletonFlip) localScale.y *= Mathf.Sign(bone.skeleton.scaleX * bone.skeleton.scaleY);
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if (followSkeletonFlip) localScale.y *= Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY);
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thisTransform.localScale = localScale;
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}
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}
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@ -150,7 +150,7 @@ namespace Spine.Unity {
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if (followSkeletonFlip) {
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Vector3 localScale = thisTransform.localScale;
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localScale.y = Mathf.Abs(localScale.y) * Mathf.Sign(bone.skeleton.scaleX * bone.skeleton.scaleY);
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localScale.y = Mathf.Abs(localScale.y) * Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY);
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thisTransform.localScale = localScale;
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}
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}
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@ -291,8 +291,8 @@ namespace Spine.Unity {
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rendererBuffers.Initialize();
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skeleton = new Skeleton(skeletonData) {
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scaleX = initialFlipX ? -1 : 1,
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scaleY = initialFlipY ? -1 : 1
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ScaleX = initialFlipX ? -1 : 1,
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ScaleY = initialFlipY ? -1 : 1
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};
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if (!string.IsNullOrEmpty(initialSkinName) && !string.Equals(initialSkinName, "default", System.StringComparison.Ordinal))
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@ -159,7 +159,7 @@ namespace Spine.Unity {
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}
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Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
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if (followSkeletonFlip) localScale.y *= Mathf.Sign(bone.skeleton.scaleX * bone.skeleton.scaleY);
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if (followSkeletonFlip) localScale.y *= Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY);
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thisTransform.localScale = localScale;
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}
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@ -89,8 +89,8 @@ namespace Spine.Unity {
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// Only provide visual feedback to inspector changes in Unity Editor Edit mode.
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if (!Application.isPlaying) {
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skeleton.scaleX = this.initialFlipX ? -1 : 1;
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skeleton.scaleY = this.initialFlipY ? -1 : 1;
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skeleton.ScaleX = this.initialFlipX ? -1 : 1;
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skeleton.ScaleY = this.initialFlipY ? -1 : 1;
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state.ClearTrack(0);
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skeleton.SetToSetupPose();
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@ -267,8 +267,8 @@ namespace Spine.Unity {
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}
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this.skeleton = new Skeleton(skeletonData) {
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scaleX = this.initialFlipX ? -1 : 1,
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scaleY = this.initialFlipY ? -1 : 1
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ScaleX = this.initialFlipX ? -1 : 1,
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ScaleY = this.initialFlipY ? -1 : 1
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};
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meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
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@ -82,14 +82,14 @@ namespace Spine.Unity.Playables {
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}
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if (currentInputs != 1 && 1f - totalWeight > greatestWeight) {
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skeleton.scaleX = originalScaleX;
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skeleton.scaleY = originalScaleY;
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skeleton.ScaleX = originalScaleX;
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skeleton.ScaleY = originalScaleY;
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}
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}
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public void SetSkeletonScaleFromFlip (Skeleton skeleton, bool flipX, bool flipY) {
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skeleton.scaleX = flipX ? -baseScaleX : baseScaleX;
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skeleton.scaleY = flipY ? -baseScaleY : baseScaleY;
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skeleton.ScaleX = flipX ? -baseScaleX : baseScaleX;
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skeleton.ScaleY = flipY ? -baseScaleY : baseScaleY;
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}
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public override void OnGraphStop (Playable playable) {
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@ -99,8 +99,8 @@ namespace Spine.Unity.Playables {
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return;
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var skeleton = playableHandle.Skeleton;
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skeleton.scaleX = originalScaleX;
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skeleton.scaleY = originalScaleY;
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skeleton.ScaleX = originalScaleX;
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skeleton.ScaleY = originalScaleY;
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}
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}
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@ -100,8 +100,8 @@ namespace Spine.Unity {
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#region Skeleton
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/// <summary>Sets the Skeleton's local scale using a UnityEngine.Vector2. If only individual components need to be set, set Skeleton.ScaleX or Skeleton.ScaleY.</summary>
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public static void SetLocalScale (this Skeleton skeleton, Vector2 scale) {
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skeleton.scaleX = scale.x;
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skeleton.scaleY = scale.y;
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skeleton.ScaleX = scale.x;
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skeleton.ScaleY = scale.y;
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}
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/// <summary>Gets the internal bone matrix as a Unity bonespace-to-skeletonspace transformation matrix.</summary>
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@ -171,7 +171,7 @@ namespace Spine.Unity {
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/// <summary>Returns the Skeleton's local scale as a UnityEngine.Vector2. If only individual components are needed, use Skeleton.ScaleX or Skeleton.ScaleY.</summary>
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public static Vector2 GetLocalScale (this Skeleton skeleton) {
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return new Vector2(skeleton.scaleX, skeleton.scaleY);
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return new Vector2(skeleton.ScaleX, skeleton.ScaleY);
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}
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/// <summary>Calculates a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position.</summary>
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@ -128,7 +128,7 @@ namespace Spine.Unity {
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void Update () {
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var skeleton = skeletonRenderer.skeleton;
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if (skeleton != null && boneRoot != null) {
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boneRoot.localScale = new Vector3(skeleton.scaleX, skeleton.scaleY, 1f);
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boneRoot.localScale = new Vector3(skeleton.ScaleX, skeleton.ScaleY, 1f);
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}
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}
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@ -121,7 +121,7 @@ namespace Spine.Unity {
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}
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var thisTransform = cachedTransform;
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float skeletonFlipRotation = Mathf.Sign(skeleton.scaleX * skeleton.scaleY);
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float skeletonFlipRotation = Mathf.Sign(skeleton.ScaleX * skeleton.ScaleY);
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if (mode == Mode.Follow) {
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switch (phase) {
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case UpdatePhase.Local:
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