From c311a5aa2e135a3af21aeb71c75deb70e909c5ec Mon Sep 17 00:00:00 2001 From: John Date: Sun, 12 Jun 2016 10:39:15 +0800 Subject: [PATCH] [Unity] Fix SkeletonUtility debug bone scale. --- .../Editor/SkeletonUtilityInspector.cs | 22 +++++-------------- 1 file changed, 6 insertions(+), 16 deletions(-) diff --git a/spine-unity/Assets/spine-unity/SkeletonUtility/Editor/SkeletonUtilityInspector.cs b/spine-unity/Assets/spine-unity/SkeletonUtility/Editor/SkeletonUtilityInspector.cs index fff53889b..42e346d9b 100644 --- a/spine-unity/Assets/spine-unity/SkeletonUtility/Editor/SkeletonUtilityInspector.cs +++ b/spine-unity/Assets/spine-unity/SkeletonUtility/Editor/SkeletonUtilityInspector.cs @@ -90,10 +90,7 @@ namespace Spine.Unity.Editor { } UpdateAttachments(); - - if (PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab) - isPrefab = true; - + isPrefab |= PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab; } void OnSceneGUI () { @@ -101,21 +98,14 @@ namespace Spine.Unity.Editor { OnEnable(); return; } - - // MITCH - //float flipRotation = skeleton.FlipX ? -1 : 1; - const float flipRotation = 1; - + foreach (Bone b in skeleton.Bones) { - Vector3 vec = transform.TransformPoint(new Vector3(b.WorldX, b.WorldY, 0)); - - // MITCH - Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX * flipRotation); - Vector3 forward = transform.TransformDirection(rot * Vector3.right); - forward *= flipRotation; + Vector3 pos = new Vector3(b.WorldX, b.WorldY, 0); + Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX - 90f); + Vector3 scale = Vector3.one * b.Data.Length * b.WorldScaleX; SpineEditorUtilities.Icons.BoneMaterial.SetPass(0); - Graphics.DrawMeshNow(SpineEditorUtilities.Icons.BoneMesh, Matrix4x4.TRS(vec, Quaternion.LookRotation(transform.forward, forward), Vector3.one * b.Data.Length * b.WorldScaleX)); + Graphics.DrawMeshNow(SpineEditorUtilities.Icons.BoneMesh, transform.localToWorldMatrix * Matrix4x4.TRS(pos, rot, scale)); } }