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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-10 17:18:44 +08:00
Merge branch '4.1' into 4.2-beta
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commit
dac3983b62
@ -438,7 +438,7 @@ int spAnimationState_apply(spAnimationState *self, spSkeleton *skeleton) {
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if (!shortestRotation && timeline->type == SP_TIMELINE_ROTATE)
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_spAnimationState_applyRotateTimeline(self, timeline, skeleton, applyTime, mix, timelineBlend,
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timelinesRotation, ii << 1, firstFrame);
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else if (timeline->type == SP_TIMELINE_ROTATE)
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else if (timeline->type == SP_TIMELINE_ATTACHMENT)
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_spAnimationState_applyAttachmentTimeline(self, timeline, skeleton, applyTime, timelineBlend, -1);
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else
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spTimeline_apply(timeline, skeleton, animationLast, applyTime, applyEvents, &internal->eventsCount,
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@ -513,9 +513,9 @@ namespace Spine.Unity.Editor {
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bone.UpdateWorldTransform();
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Vector2[] uvs = ExtractUV(attachment.UVs);
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float[] floatVerts = new float[8];
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attachment.ComputeWorldVertices(slot, floatVerts, 0);
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Vector2[] uvs = ExtractUV(attachment.UVs);
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Vector3[] verts = ExtractVerts(floatVerts);
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//unrotate verts now that they're centered
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@ -550,9 +550,9 @@ namespace Spine.Unity.Editor {
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slot.Bone.Y = 0;
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slot.Bone.UpdateWorldTransform();
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Vector2[] uvs = ExtractUV(attachment.UVs);
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float[] floatVerts = new float[attachment.WorldVerticesLength];
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attachment.ComputeWorldVertices(slot, floatVerts);
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Vector2[] uvs = ExtractUV(attachment.UVs);
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Vector3[] verts = ExtractVerts(floatVerts);
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int[] triangles = attachment.Triangles;
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@ -617,7 +617,6 @@ namespace Spine.Unity.Editor {
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float[] floatVerts = new float[attachment.WorldVerticesLength];
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attachment.ComputeWorldVertices(skeleton.Slots.Items[slotIndex], floatVerts);
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Vector2[] uvs = ExtractUV(attachment.UVs);
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Vector3[] verts = ExtractVerts(floatVerts);
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