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@@ -90,9 +90,10 @@ namespace Spine {
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// to the skeleton
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state.Update(deltaTime);
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state.Apply(skeleton);
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+ skeleton.Update(deltaTime);
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// Update the transformations of bones and other parts of the skeleton
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- skeleton.UpdateWorldTransform();
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+ skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
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// Clear the screen and setup the projection matrix of the skeleton renderer
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game.GraphicsDevice.Clear(Color.Black);
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@@ -143,8 +144,9 @@ namespace Spine {
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public override void Render (float deltaTime) {
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state.Update(deltaTime);
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state.Apply(skeleton);
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+ skeleton.Update(deltaTime);
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- skeleton.UpdateWorldTransform();
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+ skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
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// Clear the screen and setup the projection matrix of the custom effect through the
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// "Projection" parameter.
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@@ -200,7 +202,9 @@ namespace Spine {
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public override void Render (float deltaTime) {
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state.Update(deltaTime);
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state.Apply(skeleton);
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- skeleton.UpdateWorldTransform();
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+ skeleton.Update(deltaTime);
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+
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+ skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
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game.GraphicsDevice.Clear(Color.Black);
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((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, 0, 1, 0);
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@@ -229,7 +233,7 @@ namespace Spine {
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SkeletonJson json = new SkeletonJson(atlas);
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json.Scale = 0.5f;
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SkeletonData skeletonData = json.ReadSkeletonData("data/mix-and-match-pro.json");
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-
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+
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skeleton = new Skeleton(skeletonData);
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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@@ -259,7 +263,9 @@ namespace Spine {
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public override void Render (float deltaTime) {
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state.Update(deltaTime);
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state.Apply(skeleton);
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- skeleton.UpdateWorldTransform();
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+ skeleton.Update(deltaTime);
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+
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+ skeleton.UpdateWorldTransform(Skeleton.Physics.Pose);
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game.GraphicsDevice.Clear(Color.Black);
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((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height, 0, 1, 0);
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