[unity] Fix SkeletonUtility ignore logic.

This commit is contained in:
John 2016-12-13 03:05:00 +08:00 committed by GitHub
parent f5422f1950
commit e46c60112e

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@ -224,7 +224,7 @@ namespace Spine.Unity {
var utilityBones = this.utilityBones;
for (int i = 0, n = utilityBones.Count; i < n; i++) {
var b = utilityBones[i];
if (b.bone == null) return;
if (b.bone == null) continue;
hasTransformBones |= (b.mode == SkeletonUtilityBone.Mode.Override);
hasUtilityConstraints |= constraintTargets.Contains(b.bone);
}