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[ue4] Fixed sample regarding flipX/flipY -> scaleX/scaleY, example projects require 4.18 now.

badlogic 7 anni fa
parent
commit
8ebf1e34d6

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spine-ue4/Content/GettingStarted/02-complex-animation.umap


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spine-ue4/Content/GettingStarted/04-basic-controls.umap


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spine-ue4/Content/GettingStarted/Blueprints/ControlledSpineboy_Blueprint.uasset


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spine-ue4/Content/GettingStarted/Blueprints/SpineBoy_Blueprint.uasset


+ 10 - 10
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonComponent.cpp

@@ -149,26 +149,26 @@ void USpineSkeletonComponent::SetSlotsToSetupPose () {
 	if (skeleton) skeleton->setSlotsToSetupPose();
 }
 
-void USpineSkeletonComponent::SetFlipX (bool flipX) {
+void USpineSkeletonComponent::SetScaleX (float scaleX) {
 	CheckState();
-	if (skeleton) skeleton->setFlipX(flipX);
+	if (skeleton) skeleton->setScaleX(scaleX);
 }
 
-bool USpineSkeletonComponent::GetFlipX() {
+float USpineSkeletonComponent::GetScaleX() {
 	CheckState();
-	if (skeleton) return skeleton->getFlipX();
-	return false;
+	if (skeleton) return skeleton->getScaleX();
+	return 1;
 }
 
-void USpineSkeletonComponent::SetFlipY(bool flipY) {
+void USpineSkeletonComponent::SetScaleY(float scaleY) {
 	CheckState();
-	if (skeleton) skeleton->setFlipY(flipY);
+	if (skeleton) skeleton->setScaleY(scaleY);
 }
 
-bool USpineSkeletonComponent::GetFlipY() {
+float USpineSkeletonComponent::GetScaleY() {
 	CheckState();
-	if (skeleton) return skeleton->getFlipY();
-	return false;
+	if (skeleton) return skeleton->getScaleY();
+	return 1;
 }
 
 void USpineSkeletonComponent::GetBones(TArray<FString> &Bones) {

+ 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();
 
 	UFUNCTION(BlueprintPure, Category = "Components|Spine|Skeleton")
 	void GetBones(TArray<FString> &Bones);

+ 2 - 2
spine-ue4/README.md

@@ -1,5 +1,5 @@
 # spine-ue4
-The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.17+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
+The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.18+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
 
 ## Licensing
 
@@ -29,7 +29,7 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
 ## Example
 ### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
 
-The Spine UE4 example works on all platforms supported by Unreal Engine.
+The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.18.
 
 1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory.
 2. Open the SpineUE4.uproject file with Unreal Editor

+ 1 - 1
spine-ue4/SpineUE4.uproject

@@ -1,6 +1,6 @@
 {
 	"FileVersion": 3,
-	"EngineAssociation": "4.17",
+	"EngineAssociation": "4.18",
 	"Category": "",
 	"Description": "",
 	"Modules": [