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[ue4] Ported flipX/flipY -> scaleX/scaleY change. See #1142.

badlogic 7 rokov pred
rodič
commit
77d495bc6d

+ 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;