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Merge branch '3.8' into 4.0-beta

Harald Csaszar 4 år sedan
förälder
incheckning
dbb10f36f6

+ 45 - 48
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Private/SpineSkeletonRendererComponent.cpp

@@ -36,7 +36,7 @@
 
 
 using namespace spine;
 using namespace spine;
 
 
-USpineSkeletonRendererComponent::USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer) 
+USpineSkeletonRendererComponent::USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer)
 : UProceduralMeshComponent(ObjectInitializer) {
 : UProceduralMeshComponent(ObjectInitializer) {
 	PrimaryComponentTick.bCanEverTick = true;
 	PrimaryComponentTick.bCanEverTick = true;
 	bTickInEditor = true;
 	bTickInEditor = true;
@@ -44,16 +44,16 @@ USpineSkeletonRendererComponent::USpineSkeletonRendererComponent (const FObjectI
 
 
 	static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
 	static ConstructorHelpers::FObjectFinder<UMaterialInterface> NormalMaterialRef(TEXT("/SpinePlugin/SpineUnlitNormalMaterial"));
 	NormalBlendMaterial = NormalMaterialRef.Object;
 	NormalBlendMaterial = NormalMaterialRef.Object;
-	
+
 	static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
 	static ConstructorHelpers::FObjectFinder<UMaterialInterface> AdditiveMaterialRef(TEXT("/SpinePlugin/SpineUnlitAdditiveMaterial"));
 	AdditiveBlendMaterial = AdditiveMaterialRef.Object;
 	AdditiveBlendMaterial = AdditiveMaterialRef.Object;
-	
+
 	static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
 	static ConstructorHelpers::FObjectFinder<UMaterialInterface> MultiplyMaterialRef(TEXT("/SpinePlugin/SpineUnlitMultiplyMaterial"));
 	MultiplyBlendMaterial = MultiplyMaterialRef.Object;
 	MultiplyBlendMaterial = MultiplyMaterialRef.Object;
-	
+
 	static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
 	static ConstructorHelpers::FObjectFinder<UMaterialInterface> ScreenMaterialRef(TEXT("/SpinePlugin/SpineUnlitScreenMaterial"));
 	ScreenBlendMaterial = ScreenMaterialRef.Object;
 	ScreenBlendMaterial = ScreenMaterialRef.Object;
-	
+
 	TextureParameterName = FName(TEXT("SpriteTexture"));
 	TextureParameterName = FName(TEXT("SpriteTexture"));
 
 
 	worldVertices.ensureCapacity(1024 * 2);
 	worldVertices.ensureCapacity(1024 * 2);
@@ -69,12 +69,12 @@ void USpineSkeletonRendererComponent::BeginPlay () {
 
 
 void USpineSkeletonRendererComponent::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
 void USpineSkeletonRendererComponent::TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) {
 	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
 	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
-	
+
 	AActor* owner = GetOwner();
 	AActor* owner = GetOwner();
 	if (owner) {
 	if (owner) {
 		UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
 		UClass* skeletonClass = USpineSkeletonComponent::StaticClass();
 		USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
 		USpineSkeletonComponent* skeleton = Cast<USpineSkeletonComponent>(owner->GetComponentByClass(skeletonClass));
-		
+
 		UpdateRenderer(skeleton);
 		UpdateRenderer(skeleton);
 	}
 	}
 }
 }
@@ -126,41 +126,12 @@ void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* sk
 
 
 			for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
 			for (int i = 0; i < skeleton->Atlas->atlasPages.Num(); i++) {
 				AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
 				AtlasPage* currPage = skeleton->Atlas->GetAtlas()->getPages()[i];
-
 				UTexture2D* texture = skeleton->Atlas->atlasPages[i];
 				UTexture2D* texture = skeleton->Atlas->atlasPages[i];
-				UTexture* oldTexture = nullptr;
-
-				UMaterialInstanceDynamic* current = atlasNormalBlendMaterials[i];
-				if (!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
-					UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(NormalBlendMaterial, this);
-					material->SetTextureParameterValue(TextureParameterName, texture);
-					atlasNormalBlendMaterials[i] = material;
-				}
-				pageToNormalBlendMaterial.Add(currPage, atlasNormalBlendMaterials[i]);
-
-				current = atlasAdditiveBlendMaterials[i];
-				if (!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
-					UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(AdditiveBlendMaterial, this);
-					material->SetTextureParameterValue(TextureParameterName, texture);
-					atlasAdditiveBlendMaterials[i] = material;
-				}
-				pageToAdditiveBlendMaterial.Add(currPage, atlasAdditiveBlendMaterials[i]);
-
-				current = atlasMultiplyBlendMaterials[i];
-				if (!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
-					UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(MultiplyBlendMaterial, this);
-					material->SetTextureParameterValue(TextureParameterName, texture);
-					atlasMultiplyBlendMaterials[i] = material;
-				}
-				pageToMultiplyBlendMaterial.Add(currPage, atlasMultiplyBlendMaterials[i]);
-
-				current = atlasScreenBlendMaterials[i];
-				if (!current || !current->GetTextureParameterValue(TextureParameterName, oldTexture) || oldTexture != texture) {
-					UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ScreenBlendMaterial, this);
-					material->SetTextureParameterValue(TextureParameterName, texture);
-					atlasScreenBlendMaterials[i] = material;
-				}
-				pageToScreenBlendMaterial.Add(currPage, atlasScreenBlendMaterials[i]);
+
+				UpdateRendererMaterial(currPage, texture, atlasNormalBlendMaterials[i], NormalBlendMaterial, pageToNormalBlendMaterial);
+				UpdateRendererMaterial(currPage, texture, atlasAdditiveBlendMaterials[i], AdditiveBlendMaterial, pageToAdditiveBlendMaterial);
+				UpdateRendererMaterial(currPage, texture, atlasMultiplyBlendMaterials[i], MultiplyBlendMaterial, pageToMultiplyBlendMaterial);
+				UpdateRendererMaterial(currPage, texture, atlasScreenBlendMaterials[i], ScreenBlendMaterial, pageToScreenBlendMaterial);
 			}
 			}
 		}
 		}
 		UpdateMesh(skeleton->GetSkeleton());
 		UpdateMesh(skeleton->GetSkeleton());
@@ -170,6 +141,21 @@ void USpineSkeletonRendererComponent::UpdateRenderer(USpineSkeletonComponent* sk
 	}
 	}
 }
 }
 
 
+void USpineSkeletonRendererComponent::UpdateRendererMaterial (spine::AtlasPage *CurrentPage, UTexture2D *Texture,
+	UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
+	TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial) {
+
+	UTexture* oldTexture = nullptr;
+	if (!CurrentInstance || !CurrentInstance->GetTextureParameterValue(TextureParameterName, oldTexture) ||
+		oldTexture != Texture || CurrentInstance->Parent != ParentMaterial) {
+
+		UMaterialInstanceDynamic* material = UMaterialInstanceDynamic::Create(ParentMaterial, this);
+		material->SetTextureParameterValue(TextureParameterName, Texture);
+		CurrentInstance = material;
+	}
+	PageToBlendMaterial.Add(CurrentPage, CurrentInstance);
+}
+
 void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector>& Colors2, UMaterialInstanceDynamic* Material) {
 void USpineSkeletonRendererComponent::Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector>& Colors2, UMaterialInstanceDynamic* Material) {
 	if (Vertices.Num() == 0) return;
 	if (Vertices.Num() == 0) return;
 	SetMaterial(Idx, Material);
 	SetMaterial(Idx, Material);
@@ -192,7 +178,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
 	TArray<FVector2D> uvs;
 	TArray<FVector2D> uvs;
 	TArray<FColor> colors;
 	TArray<FColor> colors;
 	TArray<FVector> darkColors;
 	TArray<FVector> darkColors;
-	
+
 	int idx = 0;
 	int idx = 0;
 	int meshSection = 0;
 	int meshSection = 0;
 	UMaterialInstanceDynamic* lastMaterial = nullptr;
 	UMaterialInstanceDynamic* lastMaterial = nullptr;
@@ -231,7 +217,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
 			clipper.clipEnd(*slot);
 			clipper.clipEnd(*slot);
 			continue;
 			continue;
 		}
 		}
-		
+
 		if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
 		if (attachment->getRTTI().isExactly(RegionAttachment::rtti)) {
 			RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
 			RegionAttachment* regionAttachment = (RegionAttachment*)attachment;
 
 
@@ -258,7 +244,7 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
 			}
 			}
 
 
 			attachmentColor.set(mesh->getColor());
 			attachmentColor.set(mesh->getColor());
-			attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();			
+			attachmentAtlasRegion = (AtlasRegion*)mesh->getRendererObject();
 			mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
 			mesh->computeWorldVertices(*slot, 0, mesh->getWorldVerticesLength(), *attachmentVertices, 0, 2);
 			attachmentIndices = mesh->getTriangles().buffer();
 			attachmentIndices = mesh->getTriangles().buffer();
 			attachmentUvs = mesh->getUVs().buffer();
 			attachmentUvs = mesh->getUVs().buffer();
@@ -339,27 +325,38 @@ void USpineSkeletonRendererComponent::UpdateMesh(Skeleton* Skeleton) {
 
 
 		float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
 		float dr = slot->hasDarkColor() ? slot->getDarkColor().r : 0.0f;
 		float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
 		float dg = slot->hasDarkColor() ? slot->getDarkColor().g : 0.0f;
-		float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;		
+		float db = slot->hasDarkColor() ? slot->getDarkColor().b : 0.0f;
 
 
 		float* verticesPtr = attachmentVertices->buffer();
 		float* verticesPtr = attachmentVertices->buffer();
 		for (int j = 0; j < numVertices << 1; j += 2) {
 		for (int j = 0; j < numVertices << 1; j += 2) {
 			colors.Add(FColor(r, g, b, a));
 			colors.Add(FColor(r, g, b, a));
 			darkColors.Add(FVector(dr, dg, db));
 			darkColors.Add(FVector(dr, dg, db));
 			vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
 			vertices.Add(FVector(verticesPtr[j], depthOffset, verticesPtr[j + 1]));
-			normals.Add(FVector(0, -1, 0));
 			uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
 			uvs.Add(FVector2D(attachmentUvs[j], attachmentUvs[j + 1]));
 		}
 		}
 
 
+		int firstIndex = indices.Num();
 		for (int j = 0; j < numIndices; j++) {
 		for (int j = 0; j < numIndices; j++) {
 			indices.Add(idx + attachmentIndices[j]);
 			indices.Add(idx + attachmentIndices[j]);
 		}
 		}
 
 
+		FVector normal = FVector(0, -1, 0);
+		if (numVertices > 2 &&
+			FVector::CrossProduct(
+				vertices[indices[firstIndex + 2]] - vertices[indices[firstIndex]],
+				vertices[indices[firstIndex + 1]] - vertices[indices[firstIndex]]).Y > 0.f) {
+			normal.Y = 1;
+		}
+		for (int j = 0; j < numVertices; j++) {
+			normals.Add(normal);
+		}
+
 		idx += numVertices;
 		idx += numVertices;
 		depthOffset += this->DepthOffset;
 		depthOffset += this->DepthOffset;
 
 
-		clipper.clipEnd(*slot);			
+		clipper.clipEnd(*slot);
 	}
 	}
-	
+
 	Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
 	Flush(meshSection, vertices, indices, normals, uvs, colors, darkColors, lastMaterial);
 	clipper.clipEnd();
 	clipper.clipEnd();
 }
 }

+ 17 - 13
spine-ue4/Plugins/SpinePlugin/Source/SpinePlugin/Public/SpineSkeletonRendererComponent.h

@@ -39,11 +39,11 @@ UCLASS(ClassGroup=(Spine), meta=(BlueprintSpawnableComponent))
 class SPINEPLUGIN_API USpineSkeletonRendererComponent: public UProceduralMeshComponent {
 class SPINEPLUGIN_API USpineSkeletonRendererComponent: public UProceduralMeshComponent {
 	GENERATED_BODY()
 	GENERATED_BODY()
 
 
-public: 
+public:
 	USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer);
 	USpineSkeletonRendererComponent (const FObjectInitializer& ObjectInitializer);
-	
+
 	virtual void BeginPlay () override;
 	virtual void BeginPlay () override;
-		
+
 	virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
 	virtual void TickComponent (float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
 
 
 	/* Updates this skeleton renderer using the provided skeleton animation component. */
 	/* Updates this skeleton renderer using the provided skeleton animation component. */
@@ -52,13 +52,13 @@ public:
 	// Material Instance parents
 	// Material Instance parents
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UMaterialInterface* NormalBlendMaterial;
 	UMaterialInterface* NormalBlendMaterial;
-	
+
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UMaterialInterface* AdditiveBlendMaterial;
 	UMaterialInterface* AdditiveBlendMaterial;
-	
+
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UMaterialInterface* MultiplyBlendMaterial;
 	UMaterialInterface* MultiplyBlendMaterial;
-	
+
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UMaterialInterface* ScreenBlendMaterial;
 	UMaterialInterface* ScreenBlendMaterial;
 
 
@@ -66,22 +66,22 @@ public:
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
 	TArray<UMaterialInstanceDynamic*> atlasNormalBlendMaterials;
 	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
 	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToNormalBlendMaterial;
-	
+
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
 	TArray<UMaterialInstanceDynamic*> atlasAdditiveBlendMaterials;
 	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
 	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToAdditiveBlendMaterial;
-	
+
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
 	TArray<UMaterialInstanceDynamic*> atlasMultiplyBlendMaterials;
 	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
 	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToMultiplyBlendMaterial;
-	
+
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
 	TArray<UMaterialInstanceDynamic*> atlasScreenBlendMaterials;
 	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
 	TMap<spine::AtlasPage*, UMaterialInstanceDynamic*> pageToScreenBlendMaterial;
-	
+
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	float DepthOffset = 0.1f;
 	float DepthOffset = 0.1f;
-	
+
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	UPROPERTY(Category = Spine, EditAnywhere, BlueprintReadWrite)
 	FName TextureParameterName;
 	FName TextureParameterName;
 
 
@@ -93,12 +93,16 @@ public:
 	bool bCreateCollision;
 	bool bCreateCollision;
 
 
 	virtual void FinishDestroy() override;
 	virtual void FinishDestroy() override;
-	
+
 protected:
 protected:
+	void UpdateRendererMaterial (spine::AtlasPage *CurrentPage, UTexture2D *Texture,
+		UMaterialInstanceDynamic *&CurrentInstance, UMaterialInterface *ParentMaterial,
+		TMap<spine::AtlasPage *, UMaterialInstanceDynamic *> &PageToBlendMaterial);
+
 	void UpdateMesh (spine::Skeleton* Skeleton);
 	void UpdateMesh (spine::Skeleton* Skeleton);
 
 
 	void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic* Material);
 	void Flush (int &Idx, TArray<FVector> &Vertices, TArray<int32> &Indices, TArray<FVector> &Normals, TArray<FVector2D> &Uvs, TArray<FColor> &Colors, TArray<FVector> &Colors2, UMaterialInstanceDynamic* Material);
-	
+
 	spine::Vector<float> worldVertices;
 	spine::Vector<float> worldVertices;
 	spine::SkeletonClipping clipper;
 	spine::SkeletonClipping clipper;
 };
 };

+ 7 - 1
spine-unity/Assets/Spine Examples/Getting Started/6 SkeletonGraphic.unity

@@ -733,7 +733,13 @@ MonoBehaviour:
 
 
 
 
     Enter <b>PLAY</b> Mode, and try scrolling up and down, or tap and drag the scroll
     Enter <b>PLAY</b> Mode, and try scrolling up and down, or tap and drag the scroll
-    view.'
+    view.
+
+
+    The <i>SkeletonGraphic''s</i> <b>RectTransform</b> shall not be smaller than the
+    mesh, otherwise a <i>RectMask2D</i> will omit drawing the skeleton when the <i>RectTransform</i>
+    is completely outside. You can fit the <i>RectTransform</i> to the current pose
+    via the Inspector button <b>Match RectTransform with Mesh</b>.'
 --- !u!222 &774800196
 --- !u!222 &774800196
 CanvasRenderer:
 CanvasRenderer:
   m_ObjectHideFlags: 0
   m_ObjectHideFlags: 0

+ 1 - 1
spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonUtility Modules/SkeletonRagdoll.cs

@@ -337,7 +337,7 @@ namespace Spine.Unity.Examples {
 
 
 				parentSpaceHelper.position = parentTransformWorldPosition;
 				parentSpaceHelper.position = parentTransformWorldPosition;
 				parentSpaceHelper.rotation = parentTransformWorldRotation;
 				parentSpaceHelper.rotation = parentTransformWorldRotation;
-				parentSpaceHelper.localScale = parentTransform.localScale;
+				parentSpaceHelper.localScale = parentTransform.lossyScale;
 
 
 				Vector3 boneWorldPosition = t.position;
 				Vector3 boneWorldPosition = t.position;
 				Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
 				Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);

+ 1 - 1
spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonUtility Modules/SkeletonRagdoll2D.cs

@@ -354,7 +354,7 @@ namespace Spine.Unity.Examples {
 
 
 				parentSpaceHelper.position = parentTransformWorldPosition;
 				parentSpaceHelper.position = parentTransformWorldPosition;
 				parentSpaceHelper.rotation = parentTransformWorldRotation;
 				parentSpaceHelper.rotation = parentTransformWorldRotation;
-				parentSpaceHelper.localScale = parentTransform.localScale;
+				parentSpaceHelper.localScale = parentTransform.lossyScale;
 
 
 				Vector3 boneWorldPosition = t.position;
 				Vector3 boneWorldPosition = t.position;
 				Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
 				Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);

+ 9 - 9
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonAnimationInspector.cs

@@ -37,7 +37,6 @@ namespace Spine.Unity.Editor {
 	[CanEditMultipleObjects]
 	[CanEditMultipleObjects]
 	public class SkeletonAnimationInspector : SkeletonRendererInspector {
 	public class SkeletonAnimationInspector : SkeletonRendererInspector {
 		protected SerializedProperty animationName, loop, timeScale, autoReset;
 		protected SerializedProperty animationName, loop, timeScale, autoReset;
-		protected bool wasAnimationNameChanged;
 		protected bool requireRepaint;
 		protected bool requireRepaint;
 		readonly GUIContent LoopLabel = new GUIContent("Loop", "Whether or not .AnimationName should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.");
 		readonly GUIContent LoopLabel = new GUIContent("Loop", "Whether or not .AnimationName should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.");
 		readonly GUIContent TimeScaleLabel = new GUIContent("Time Scale", "The rate at which animations progress over time. 1 means normal speed. 0.5 means 50% speed.");
 		readonly GUIContent TimeScaleLabel = new GUIContent("Time Scale", "The rate at which animations progress over time. 1 means normal speed. 0.5 means 50% speed.");
@@ -55,16 +54,13 @@ namespace Spine.Unity.Editor {
 			bool sameData = SpineInspectorUtility.TargetsUseSameData(serializedObject);
 			bool sameData = SpineInspectorUtility.TargetsUseSameData(serializedObject);
 
 
 			foreach (var o in targets)
 			foreach (var o in targets)
-				TrySetAnimation(o as SkeletonAnimation, multi);
-			wasAnimationNameChanged = false;
+				TrySetAnimation(o as SkeletonAnimation);
 
 
 			EditorGUILayout.Space();
 			EditorGUILayout.Space();
 			if (!sameData) {
 			if (!sameData) {
 				EditorGUILayout.DelayedTextField(animationName);
 				EditorGUILayout.DelayedTextField(animationName);
 			} else {
 			} else {
-				EditorGUI.BeginChangeCheck();
 				EditorGUILayout.PropertyField(animationName);
 				EditorGUILayout.PropertyField(animationName);
-				wasAnimationNameChanged |= EditorGUI.EndChangeCheck(); // Value used in the next update.
 			}
 			}
 			EditorGUILayout.PropertyField(loop, LoopLabel);
 			EditorGUILayout.PropertyField(loop, LoopLabel);
 			EditorGUILayout.PropertyField(timeScale, TimeScaleLabel);
 			EditorGUILayout.PropertyField(timeScale, TimeScaleLabel);
@@ -76,20 +72,25 @@ namespace Spine.Unity.Editor {
 			EditorGUILayout.Space();
 			EditorGUILayout.Space();
 			SkeletonRootMotionParameter();
 			SkeletonRootMotionParameter();
 
 
+			serializedObject.ApplyModifiedProperties();
+
 			if (!isInspectingPrefab) {
 			if (!isInspectingPrefab) {
 				if (requireRepaint) {
 				if (requireRepaint) {
-					SceneView.RepaintAll();
+					UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
 					requireRepaint = false;
 					requireRepaint = false;
 				}
 				}
 			}
 			}
 		}
 		}
 
 
-		protected void TrySetAnimation (SkeletonAnimation skeletonAnimation, bool multi) {
+		protected void TrySetAnimation (SkeletonAnimation skeletonAnimation) {
 			if (skeletonAnimation == null) return;
 			if (skeletonAnimation == null) return;
 			if (!skeletonAnimation.valid)
 			if (!skeletonAnimation.valid)
 				return;
 				return;
 
 
+			TrackEntry current = skeletonAnimation.AnimationState.GetCurrent(0);
 			if (!isInspectingPrefab) {
 			if (!isInspectingPrefab) {
+				string activeAnimation = (current != null) ? current.Animation.Name : null;
+				bool wasAnimationNameChanged = activeAnimation != animationName.stringValue;
 				if (wasAnimationNameChanged) {
 				if (wasAnimationNameChanged) {
 					var skeleton = skeletonAnimation.Skeleton;
 					var skeleton = skeletonAnimation.Skeleton;
 					var state = skeletonAnimation.AnimationState;
 					var state = skeletonAnimation.AnimationState;
@@ -105,7 +106,7 @@ namespace Spine.Unity.Editor {
 						if (animationToUse != null) {
 						if (animationToUse != null) {
 							skeletonAnimation.AnimationState.SetAnimation(0, animationToUse, loop.boolValue);
 							skeletonAnimation.AnimationState.SetAnimation(0, animationToUse, loop.boolValue);
 						}
 						}
-						skeleton.UpdateWorldTransform();
+						skeletonAnimation.Update(0);
 						skeletonAnimation.LateUpdate();
 						skeletonAnimation.LateUpdate();
 						requireRepaint = true;
 						requireRepaint = true;
 					} else {
 					} else {
@@ -118,7 +119,6 @@ namespace Spine.Unity.Editor {
 
 
 				// Reflect animationName serialized property in the inspector even if SetAnimation API was used.
 				// Reflect animationName serialized property in the inspector even if SetAnimation API was used.
 				if (Application.isPlaying) {
 				if (Application.isPlaying) {
-					TrackEntry current = skeletonAnimation.AnimationState.GetCurrent(0);
 					if (current != null) {
 					if (current != null) {
 						if (skeletonAnimation.AnimationName != animationName.stringValue)
 						if (skeletonAnimation.AnimationName != animationName.stringValue)
 							animationName.stringValue = current.Animation.Name;
 							animationName.stringValue = current.Animation.Name;

+ 1 - 1
spine-unity/Assets/Spine/Editor/spine-unity/Editor/Components/SkeletonRendererInspector.cs

@@ -539,7 +539,7 @@ namespace Spine.Unity.Editor {
 
 
 				if (mismatchDetected) {
 				if (mismatchDetected) {
 					mismatchDetected = false;
 					mismatchDetected = false;
-					SceneView.RepaintAll();
+					UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
 				}
 				}
 			}
 			}
 		}
 		}