| | |
| | | return; |
| | | } |
| | | skeletonGraphic.Initialize(true); |
| | | this.transform.localScale = Vector3.one * scale; |
| | | if (isLh) |
| | | { |
| | | //X轴偏移,Y轴偏移,缩放,是否水平翻转(0否1是) |
| | | if (skinConfig.TachieParam.Length == 4) |
| | | { |
| | | this.transform.localPosition = new Vector3(skinConfig.TachieParam[0], skinConfig.TachieParam[1], 0); |
| | | this.transform.localScale = Vector3.one * skinConfig.TachieParam[2]; |
| | | this.transform.localRotation = Quaternion.Euler(0, skinConfig.TachieParam[3] == 0 ? 0 : 180, 0); |
| | | } |
| | | else |
| | | { |
| | | this.transform.localPosition = Vector3.zero; |
| | | this.transform.localScale = Vector3.one; |
| | | this.transform.localRotation = Quaternion.identity; |
| | | } |
| | | |
| | | } |
| | | else |
| | | { |
| | | this.transform.localScale = Vector3.one * scale; |
| | | } |
| | | spineAnimationState = skeletonGraphic.AnimationState; |
| | | spineAnimationState.Data.DefaultMix = 0f; |
| | | if (motionName == "") |