Merge branch '4.1' into 4.2-beta

This commit is contained in:
Mario Zechner 2022-09-21 13:19:55 +02:00
commit dac3983b62
2 changed files with 3 additions and 4 deletions

View File

@ -438,7 +438,7 @@ int spAnimationState_apply(spAnimationState *self, spSkeleton *skeleton) {
if (!shortestRotation && timeline->type == SP_TIMELINE_ROTATE)
_spAnimationState_applyRotateTimeline(self, timeline, skeleton, applyTime, mix, timelineBlend,
timelinesRotation, ii << 1, firstFrame);
else if (timeline->type == SP_TIMELINE_ROTATE)
else if (timeline->type == SP_TIMELINE_ATTACHMENT)
_spAnimationState_applyAttachmentTimeline(self, timeline, skeleton, applyTime, timelineBlend, -1);
else
spTimeline_apply(timeline, skeleton, animationLast, applyTime, applyEvents, &internal->eventsCount,

View File

@ -513,9 +513,9 @@ namespace Spine.Unity.Editor {
bone.UpdateWorldTransform();
Vector2[] uvs = ExtractUV(attachment.UVs);
float[] floatVerts = new float[8];
attachment.ComputeWorldVertices(slot, floatVerts, 0);
Vector2[] uvs = ExtractUV(attachment.UVs);
Vector3[] verts = ExtractVerts(floatVerts);
//unrotate verts now that they're centered
@ -550,9 +550,9 @@ namespace Spine.Unity.Editor {
slot.Bone.Y = 0;
slot.Bone.UpdateWorldTransform();
Vector2[] uvs = ExtractUV(attachment.UVs);
float[] floatVerts = new float[attachment.WorldVerticesLength];
attachment.ComputeWorldVertices(slot, floatVerts);
Vector2[] uvs = ExtractUV(attachment.UVs);
Vector3[] verts = ExtractVerts(floatVerts);
int[] triangles = attachment.Triangles;
@ -617,7 +617,6 @@ namespace Spine.Unity.Editor {
float[] floatVerts = new float[attachment.WorldVerticesLength];
attachment.ComputeWorldVertices(skeleton.Slots.Items[slotIndex], floatVerts);
Vector2[] uvs = ExtractUV(attachment.UVs);
Vector3[] verts = ExtractVerts(floatVerts);