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[csharp] Made Skeleton.scaleX/scaleY private, Skeleton.ScaleY getter takes Bone.yDown into account. Fixes #1386.

badlogic 6 年 前
コミット
73fc7867d8

+ 8 - 8
spine-csharp/src/Bone.cs

@@ -150,7 +150,7 @@ namespace Spine {
 
 
 			Bone parent = this.parent;
 			Bone parent = this.parent;
 			if (parent == null) { // Root bone.
 			if (parent == null) { // Root bone.
-				float rotationY = rotation + 90 + shearY, sx = skeleton.scaleX, sy = skeleton.scaleY;
+				float rotationY = rotation + 90 + shearY, sx = skeleton.ScaleX, sy = skeleton.ScaleY;
 				a = MathUtils.CosDeg(rotation + shearX) * scaleX * sx;
 				a = MathUtils.CosDeg(rotation + shearX) * scaleX * sx;
 				b = MathUtils.CosDeg(rotationY) * scaleY * sx;
 				b = MathUtils.CosDeg(rotationY) * scaleY * sx;
 				c = MathUtils.SinDeg(rotation + shearX) * scaleX * sy;
 				c = MathUtils.SinDeg(rotation + shearX) * scaleX * sy;
@@ -212,15 +212,15 @@ namespace Spine {
 			case TransformMode.NoScale:
 			case TransformMode.NoScale:
 			case TransformMode.NoScaleOrReflection: {
 			case TransformMode.NoScaleOrReflection: {
 					float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
 					float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
-					float za = (pa * cos + pb * sin) / skeleton.scaleX;
-					float zc = (pc * cos + pd * sin) / skeleton.scaleY;
+					float za = (pa * cos + pb * sin) / skeleton.ScaleX;
+					float zc = (pc * cos + pd * sin) / skeleton.ScaleY;
 					float s = (float)Math.Sqrt(za * za + zc * zc);
 					float s = (float)Math.Sqrt(za * za + zc * zc);
 					if (s > 0.00001f) s = 1 / s;
 					if (s > 0.00001f) s = 1 / s;
 					za *= s;
 					za *= s;
 					zc *= s;
 					zc *= s;
 					s = (float)Math.Sqrt(za * za + zc * zc);
 					s = (float)Math.Sqrt(za * za + zc * zc);
 					if (data.transformMode == TransformMode.NoScale
 					if (data.transformMode == TransformMode.NoScale
-						&& (pa * pd - pb * pc < 0) != (skeleton.scaleX < 0 != skeleton.scaleY < 0)) s = -s;
+						&& (pa * pd - pb * pc < 0) != (skeleton.ScaleX < 0 != skeleton.ScaleY < 0)) s = -s;
 
 
 					float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
 					float r = MathUtils.PI / 2 + MathUtils.Atan2(zc, za);
 					float zb = MathUtils.Cos(r) * s;
 					float zb = MathUtils.Cos(r) * s;
@@ -237,10 +237,10 @@ namespace Spine {
 				}
 				}
 			}
 			}
 
 
-			a *= skeleton.scaleX;
-			b *= skeleton.scaleX;
-			c *= skeleton.scaleY;
-			d *= skeleton.scaleY;
+			a *= skeleton.ScaleX;
+			b *= skeleton.ScaleX;
+			c *= skeleton.ScaleY;
+			d *= skeleton.ScaleY;
 		}
 		}
 
 
 		public void SetToSetupPose () {
 		public void SetToSetupPose () {

+ 2 - 2
spine-csharp/src/Skeleton.cs

@@ -44,7 +44,7 @@ namespace Spine {
 		internal Skin skin;
 		internal Skin skin;
 		internal float r = 1, g = 1, b = 1, a = 1;
 		internal float r = 1, g = 1, b = 1, a = 1;
 		internal float time;
 		internal float time;
-		internal float scaleX = 1, scaleY = 1;
+		private float scaleX = 1, scaleY = 1;
 		internal float x, y;
 		internal float x, y;
 
 
 		public SkeletonData Data { get { return data; } }
 		public SkeletonData Data { get { return data; } }
@@ -64,7 +64,7 @@ namespace Spine {
 		public float X { get { return x; } set { x = value; } }
 		public float X { get { return x; } set { x = value; } }
 		public float Y { get { return y; } set { y = value; } }
 		public float Y { get { return y; } set { y = value; } }
 		public float ScaleX { get { return scaleX; } set { scaleX = value; } }
 		public float ScaleX { get { return scaleX; } set { scaleX = value; } }
-		public float ScaleY { get { return scaleY; } set { scaleY = value; } }
+		public float ScaleY { get { return scaleY * (Bone.yDown ? -1 : 1); } set { scaleY = value; } }
 
 
 		[Obsolete("Use ScaleX instead. FlipX is when ScaleX is negative.")]
 		[Obsolete("Use ScaleX instead. FlipX is when ScaleX is negative.")]
 		public bool FlipX { get { return scaleX < 0; } set { scaleX = value ? -1f : 1f; } }
 		public bool FlipX { get { return scaleX < 0; } set { scaleX = value ? -1f : 1f; } }

+ 1 - 5
spine-monogame/example/ExampleGame.cs

@@ -77,8 +77,7 @@ namespace Spine {
 			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
 			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
 			state = new AnimationState(stateData);
 			state = new AnimationState(stateData);
 
 
-			// Flip the skeleton on the y-axis and center it within the viewport
-			skeleton.ScaleY = -1;
+			// Center within the viewport
 			skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
 			skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
 			skeleton.Y = game.GraphicsDevice.Viewport.Height;
 			skeleton.Y = game.GraphicsDevice.Viewport.Height;
 
 
@@ -135,7 +134,6 @@ namespace Spine {
 			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
 			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
 			state = new AnimationState(stateData);
 			state = new AnimationState(stateData);
 
 
-			skeleton.ScaleY = -1;
 			skeleton.X = game.GraphicsDevice.Viewport.Width / 2 + 200;
 			skeleton.X = game.GraphicsDevice.Viewport.Width / 2 + 200;
 			skeleton.Y = game.GraphicsDevice.Viewport.Height;
 			skeleton.Y = game.GraphicsDevice.Viewport.Height;
 
 
@@ -182,7 +180,6 @@ namespace Spine {
 			AnimationStateData stateData = new AnimationStateData(skeleton.Data);			
 			AnimationStateData stateData = new AnimationStateData(skeleton.Data);			
 			state = new AnimationState(stateData);
 			state = new AnimationState(stateData);
 
 
-			skeleton.ScaleY = -1;
 			skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
 			skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
 			skeleton.Y = game.GraphicsDevice.Viewport.Height;
 			skeleton.Y = game.GraphicsDevice.Viewport.Height;
 
 
@@ -237,7 +234,6 @@ namespace Spine {
 			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
 			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
 			state = new AnimationState(stateData);
 			state = new AnimationState(stateData);
 
 
-			skeleton.ScaleY = -1;
 			skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
 			skeleton.X = game.GraphicsDevice.Viewport.Width / 2;
 			skeleton.Y = game.GraphicsDevice.Viewport.Height;
 			skeleton.Y = game.GraphicsDevice.Viewport.Height;