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[unity] Fixed a Timeline SpineAnimationStateClip related bug introduced in commit d4cc1631. Closes #2316.
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@ -165,7 +165,7 @@ namespace Spine.Unity.Playables {
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for (int i = 0; i < inputCount; i++) {
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float lastInputWeight = lastInputWeights[i];
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float inputWeight = playable.GetInputWeight(i);
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bool clipStarted = (lastInputWeight == 0 && inputWeight > 0) || info.seekOccurred || info.timeLooped;
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bool clipStarted = (inputWeight > 0) && (lastInputWeight == 0 || info.seekOccurred || info.timeLooped);
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if (inputWeight > 0)
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anyClipPlaying = true;
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lastInputWeights[i] = inputWeight;
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.timeline",
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"displayName": "Spine Timeline Extensions",
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"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity and spine-csharp runtimes as UPM packages (not as spine-unity unitypackage), version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.1.10",
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"version": "4.1.11",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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