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@@ -90,10 +90,7 @@ namespace Spine.Unity.Editor {
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}
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UpdateAttachments();
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-
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- if (PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab)
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- isPrefab = true;
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-
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+ isPrefab |= PrefabUtility.GetPrefabType(this.target) == PrefabType.Prefab;
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}
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void OnSceneGUI () {
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@@ -101,21 +98,14 @@ namespace Spine.Unity.Editor {
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OnEnable();
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return;
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}
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-
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- // MITCH
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- //float flipRotation = skeleton.FlipX ? -1 : 1;
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- const float flipRotation = 1;
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-
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+
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foreach (Bone b in skeleton.Bones) {
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- Vector3 vec = transform.TransformPoint(new Vector3(b.WorldX, b.WorldY, 0));
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-
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- // MITCH
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- Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX * flipRotation);
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- Vector3 forward = transform.TransformDirection(rot * Vector3.right);
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- forward *= flipRotation;
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+ Vector3 pos = new Vector3(b.WorldX, b.WorldY, 0);
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+ Quaternion rot = Quaternion.Euler(0, 0, b.WorldRotationX - 90f);
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+ Vector3 scale = Vector3.one * b.Data.Length * b.WorldScaleX;
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SpineEditorUtilities.Icons.BoneMaterial.SetPass(0);
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- Graphics.DrawMeshNow(SpineEditorUtilities.Icons.BoneMesh, Matrix4x4.TRS(vec, Quaternion.LookRotation(transform.forward, forward), Vector3.one * b.Data.Length * b.WorldScaleX));
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+ Graphics.DrawMeshNow(SpineEditorUtilities.Icons.BoneMesh, transform.localToWorldMatrix * Matrix4x4.TRS(pos, rot, scale));
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}
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}
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