增加ScaleX和ScaleY
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@@ -33,7 +33,7 @@ using System.Collections.Generic;
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namespace SpineRuntime21 {
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public class Bone{
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static public bool yDown;
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static readonly public bool yDown = false;
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internal BoneData data;
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internal Skeleton skeleton;
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@@ -84,7 +84,8 @@ namespace SpineRuntime21 {
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/// <summary>Computes the world SRT using the parent bone and the local SRT.</summary>
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public void UpdateWorldTransform () {
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Bone parent = this.parent;
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float sx = skeleton.scaleX, sy = skeleton.scaleY;
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Bone parent = this.parent;
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float x = this.x, y = this.y;
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if (parent != null) {
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worldX = x * parent.m00 + y * parent.m01 + parent.worldX;
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@@ -100,34 +101,22 @@ namespace SpineRuntime21 {
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worldFlipX = parent.worldFlipX != flipX;
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worldFlipY = parent.worldFlipY != flipY;
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} else {
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Skeleton skeleton = this.skeleton;
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bool skeletonFlipX = skeleton.flipX, skeletonFlipY = skeleton.flipY;
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worldX = skeletonFlipX ? -x : x;
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worldY = skeletonFlipY != yDown ? -y : y;
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worldX = x * sx;
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worldY = y * sy;
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worldScaleX = scaleX;
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worldScaleY = scaleY;
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worldRotation = rotationIK;
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worldFlipX = skeletonFlipX != flipX;
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worldFlipY = skeletonFlipY != flipY;
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worldFlipX = (sx < 0) != flipX;
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worldFlipY = (sy < 0) != flipY;
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}
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float radians = worldRotation * (float)Math.PI / 180;
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float cos = (float)Math.Cos(radians);
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float sin = (float)Math.Sin(radians);
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if (worldFlipX) {
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m00 = -cos * worldScaleX;
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m01 = sin * worldScaleY;
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} else {
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m00 = cos * worldScaleX;
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m01 = -sin * worldScaleY;
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}
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if (worldFlipY != yDown) {
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m10 = -sin * worldScaleX;
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m11 = -cos * worldScaleY;
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} else {
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m10 = sin * worldScaleX;
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m11 = cos * worldScaleY;
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}
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}
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m00 = cos * worldScaleX * sx;
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m01 = -sin * worldScaleY * sx;
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m10 = sin * worldScaleX * sy;
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m11 = cos * worldScaleY * sy;
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}
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public void SetToSetupPose () {
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BoneData data = this.data;
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@@ -42,8 +42,8 @@ namespace SpineRuntime21 {
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internal Skin skin;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal float time;
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internal bool flipX, flipY;
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internal float x, y;
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internal float scaleX = 1, scaleY = 1;
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internal float x, y;
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public SkeletonData Data { get { return data; } }
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public List<Bone> Bones { get { return bones; } }
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@@ -58,10 +58,16 @@ namespace SpineRuntime21 {
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public float Time { get { return time; } set { time = value; } }
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public bool FlipX { get { return flipX; } set { flipX = value; } }
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public bool FlipY { get { return flipY; } set { flipY = value; } }
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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public Bone RootBone {
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[Obsolete("Use ScaleX instead. FlipX is when ScaleX is negative.")]
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public bool FlipX { get { return scaleX < 0; } set { scaleX = value ? -1f : 1f; } }
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[Obsolete("Use ScaleY instead. FlipY is when ScaleY is negative.")]
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public bool FlipY { get { return scaleY < 0; } set { scaleY = value ? -1f : 1f; } }
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public Bone RootBone {
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get {
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return bones.Count == 0 ? null : bones[0];
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}
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