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Better root flipY logic.

NathanSweet 11 年之前
父节点
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63f20379db
共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 1 1
      spine-c/src/spine/Bone.c
  2. 1 1
      spine-csharp/src/Bone.cs

+ 1 - 1
spine-c/src/spine/Bone.c

@@ -76,7 +76,7 @@ void spBone_updateWorldTransform (spBone* self, int flipX, int flipY) {
 				self->data->inheritRotation ? self->parent->worldRotation + self->rotation : self->rotation;
 	} else {
 		CONST_CAST(float, self->worldX) = flipX ? -self->x : self->x;
-		CONST_CAST(float, self->worldY) = (flipY != yDown) ? -self->y : self->y;
+		CONST_CAST(float, self->worldY) = (flipY && flipY != yDown) ? -self->y : self->y;
 		CONST_CAST(float, self->worldScaleX) = self->scaleX;
 		CONST_CAST(float, self->worldScaleY) = self->scaleY;
 		CONST_CAST(float, self->worldRotation) = self->rotation;

+ 1 - 1
spine-csharp/src/Bone.cs

@@ -85,7 +85,7 @@ namespace Spine {
 				worldRotation = data.inheritRotation ? parent.worldRotation + rotation : rotation;
 			} else {
 				worldX = flipX ? -x : x;
-				worldY = (flipY != yDown) ? -y : y;
+				worldY = (flipY && flipY != yDown) ? -y : y;
 				worldScaleX = scaleX;
 				worldScaleY = scaleY;
 				worldRotation = rotation;