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Centered Imp Spriter anim on the Y axis and removed position offset in samples.

Mike3D 11 years ago
parent
commit
7f805b8645

+ 0 - 1
Bin/Data/LuaScripts/33_Urho2DSpriterAnimation.lua

@@ -61,7 +61,6 @@ function CreateScene()
     end
     end
 
 
     spriteNode = scene_:CreateChild("SpriterAnimation")
     spriteNode = scene_:CreateChild("SpriterAnimation")
-    spriteNode.position = Vector3(0.0, 2.0, 0.0)
 
 
     local animatedSprite = spriteNode:CreateComponent("AnimatedSprite2D")
     local animatedSprite = spriteNode:CreateComponent("AnimatedSprite2D")
     animatedSprite:SetAnimation(animationSet, animationNames[animationIndex + 1])
     animatedSprite:SetAnimation(animationSet, animationNames[animationIndex + 1])

+ 0 - 1
Bin/Data/Scripts/33_Urho2DSpriterAnimation.as

@@ -64,7 +64,6 @@ void CreateScene()
         return;
         return;
 
 
     spriteNode = scene_.CreateChild("SpriterAnimation");
     spriteNode = scene_.CreateChild("SpriterAnimation");
-    spriteNode.position = Vector3(0.0f, 2.0f, 0.0f);
 
 
     AnimatedSprite2D@ animatedSprite = spriteNode.CreateComponent("AnimatedSprite2D");
     AnimatedSprite2D@ animatedSprite = spriteNode.CreateComponent("AnimatedSprite2D");
     animatedSprite.SetAnimation(animationSet, animationNames[animationIndex]);
     animatedSprite.SetAnimation(animationSet, animationNames[animationIndex]);

File diff suppressed because it is too large
+ 235 - 223
Bin/Data/Urho2D/imp/imp.scml


+ 0 - 1
Source/Samples/33_Urho2DSpriterAnimation/Urho2DSpriterAnimation.cpp

@@ -100,7 +100,6 @@ void Urho2DSpriterAnimation::CreateScene()
         return;
         return;
 
 
     spriteNode_ = scene_->CreateChild("SpriterAnimation");
     spriteNode_ = scene_->CreateChild("SpriterAnimation");
-    spriteNode_->SetPosition(Vector3(0.0f, 2.0f, 0.0f));
 
 
     AnimatedSprite2D* animatedSprite = spriteNode_->CreateComponent<AnimatedSprite2D>();
     AnimatedSprite2D* animatedSprite = spriteNode_->CreateComponent<AnimatedSprite2D>();
     animatedSprite->SetAnimation(animationSet, animationNames[animationIndex_]);
     animatedSprite->SetAnimation(animationSet, animationNames[animationIndex_]);

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