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Merge branch '3.7-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.7-beta

badlogic 7 anni fa
parent
commit
2199b5a2ea

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spine-ue4/Content/GettingStarted/02-complex-animation.umap


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spine-ue4/Content/GettingStarted/04-basic-controls.umap


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spine-ue4/Content/GettingStarted/Blueprints/ControlledSpineboy_Blueprint.uasset


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spine-ue4/Content/GettingStarted/Blueprints/SpineBoy_Blueprint.uasset


+ 10 - 10
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp

@@ -136,26 +136,26 @@ void USpineSkeletonComponent::SetSlotsToSetupPose () {
 	if (skeleton) spSkeleton_setSlotsToSetupPose(skeleton);
 }
 
-void USpineSkeletonComponent::SetFlipX (bool flipX) {
+void USpineSkeletonComponent::SetScaleX (float scaleX) {
 	CheckState();
-	if (skeleton) skeleton->flipX = flipX ? 1 : 0;
+	if (skeleton) skeleton->scaleX = scaleX;
 }
 
-bool USpineSkeletonComponent::GetFlipX() {
+float USpineSkeletonComponent::GetScaleX() {
 	CheckState();
-	if (skeleton) return skeleton->flipX != 0;
-	return false;
+	if (skeleton) return skeleton->scaleX;
+	return 1;
 }
 
-void USpineSkeletonComponent::SetFlipY(bool flipY) {
+void USpineSkeletonComponent::SetScaleY(float scaleY) {
 	CheckState();
-	if (skeleton) skeleton->flipY = flipY ? 1 : 0;
+	if (skeleton) skeleton->scaleY = scaleY;
 }
 
-bool USpineSkeletonComponent::GetFlipY() {
+float USpineSkeletonComponent::GetScaleY() {
 	CheckState();
-	if (skeleton) return skeleton->flipY != 0;
-	return false;
+	if (skeleton) return skeleton->scaleY;
+	return 1;
 }
 
 void USpineSkeletonComponent::BeginPlay() {

+ 4 - 4
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonComponent.h

@@ -79,16 +79,16 @@ public:
 	void SetSlotsToSetupPose();
 
 	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
-	void SetFlipX(bool flipX);
+	void SetScaleX(float scaleX);
 
 	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
-	bool GetFlipX();
+	float GetScaleX();
 
 	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
-	void SetFlipY(bool flipY);
+	void SetScaleY(float scaleY);
 
 	UFUNCTION(BlueprintCallable, Category = "Components|Spine|Skeleton")
-	bool GetFlipY();
+	float GetScaleY();
 	
 	UPROPERTY(BlueprintAssignable, Category = "Components|Spine|Skeleton")
 	FSpineBeforeUpdateWorldTransformDelegate BeforeUpdateWorldTransform;

+ 1 - 1
spine-ue4/README.md

@@ -29,7 +29,7 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
 ## Example
 ### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
 
-The Spine UE4 example works on all platforms supported by Unreal Engine.
+The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.18.
 
 1. Copy the `spine-c` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
 2. Open the SpineUE4.uproject file with Unreal Editor