|
@@ -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() {
|