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https://github.com/EsotericSoftware/spine-runtimes.git
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oops. spaces to tabs
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@ -139,14 +139,14 @@ namespace Spine {
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/// <summary>Updates the world transform for each bone and applies IK constraints.</summary>
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/// <summary>Updates the world transform for each bone and applies IK constraints.</summary>
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public void UpdateWorldTransform () {
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public void UpdateWorldTransform () {
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ExposedList<Bone> bones = this.bones;
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ExposedList<Bone> bones = this.bones;
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ExposedList<IkConstraint> ikConstraints = this.ikConstraints;
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ExposedList<IkConstraint> ikConstraints = this.ikConstraints;
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if (ikConstraints.Count > 0) {
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if (ikConstraints.Count > 0) {
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for (int ii = 0, nn = bones.Count; ii < nn; ii++) {
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for (int ii = 0, nn = bones.Count; ii < nn; ii++) {
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Bone bone = bones.Items[ii];
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Bone bone = bones.Items[ii];
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bone.rotationIK = bone.rotation;
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bone.rotationIK = bone.rotation;
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}
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}
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}
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}
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ExposedList<ExposedList<Bone>> boneCache = this.boneCache;
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ExposedList<ExposedList<Bone>> boneCache = this.boneCache;
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int i = 0, last = boneCache.Count - 1;
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int i = 0, last = boneCache.Count - 1;
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while (true) {
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while (true) {
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ExposedList<Bone> updateBones = boneCache.Items[i];
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ExposedList<Bone> updateBones = boneCache.Items[i];
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@ -72,7 +72,7 @@ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
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return;
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return;
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animationTable.Clear();
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animationTable.Clear();
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clipNameTable.Clear();
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clipNameTable.Clear();
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var data = skeletonDataAsset.GetSkeletonData(true);
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var data = skeletonDataAsset.GetSkeletonData(true);
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@ -205,13 +205,13 @@ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
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}
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}
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}
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}
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private string GetAnimationClipName(AnimationClip clip) {
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private string GetAnimationClipName(AnimationClip clip) {
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string clipName;
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string clipName;
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if (!clipNameTable.TryGetValue(clip, out clipName)) {
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if (!clipNameTable.TryGetValue(clip, out clipName)) {
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clipName = clip.name;
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clipName = clip.name;
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clipNameTable.Add(clip, clipName);
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clipNameTable.Add(clip, clipName);
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}
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}
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return clipName;
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return clipName;
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}
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}
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}
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}
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