[unity] Fix some SkeletonUtility interaction with constraints.

This commit is contained in:
pharan 2016-12-09 11:43:12 +08:00
parent 4a0ef931c0
commit f3e9a0b1a3

View File

@ -117,8 +117,11 @@ namespace Spine.Unity {
float skeletonFlipRotation = (skeleton.flipX ^ skeleton.flipY) ? -1f : 1f; float skeletonFlipRotation = (skeleton.flipX ^ skeleton.flipY) ? -1f : 1f;
if (mode == Mode.Follow) { if (mode == Mode.Follow) {
if (!bone.appliedValid)
bone.UpdateAppliedTransform();
if (position) if (position)
cachedTransform.localPosition = new Vector3(bone.x, bone.y, 0); cachedTransform.localPosition = new Vector3(bone.ax, bone.ay, 0);
if (rotation) { if (rotation) {
if (bone.data.transformMode.InheritsRotation()) { if (bone.data.transformMode.InheritsRotation()) {
@ -130,7 +133,7 @@ namespace Spine.Unity {
} }
if (scale) { if (scale) {
cachedTransform.localScale = new Vector3(bone.scaleX, bone.scaleY, 1f); cachedTransform.localScale = new Vector3(bone.ascaleX, bone.ascaleY, 1f);
incompatibleTransformMode = BoneTransformModeIncompatible(bone); incompatibleTransformMode = BoneTransformModeIncompatible(bone);
} }
} else if (mode == Mode.Override) { } else if (mode == Mode.Override) {