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[csharp] Ported AnimationState and Animation changes of commit 50bfb3a. See #1303.
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9deb3be61c
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@ -742,10 +742,10 @@ namespace Spine {
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propertyIDs.Clear();
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for (int i = tracks.Count - 1; i >= 0; i--) {
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TrackEntry entry = tracksItems[i];
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do {
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while (entry != null) {
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ComputeNotLast(entry);
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entry = entry.mixingFrom;
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} while (entry != null);
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}
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}
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}
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@ -61,8 +61,8 @@ namespace Spine {
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}
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/// <summary>
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/// Transforms the attachment's local <see cref="Vertices"/> to world coordinates. If the slot has <see cref="Slot.Deform"/>,
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/// they are used to deform the vertices.
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/// Transforms the attachment's local <see cref="Vertices"/> to world coordinates. If the slot's <see cref="Slot.Deform"/> is
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/// not empty, it is used to deform the vertices.
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/// <para />
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/// See <a href="http://esotericsoftware.com/spine-runtime-skeletons#World-transforms">World transforms</a> in the Spine
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/// Runtimes Guide.
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@ -122,8 +122,8 @@ namespace Spine {
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/// <summary>The current attachment for the slot, or null if the slot has no attachment.</summary>
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get { return attachment; }
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/// <summary>
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/// Sets the slot's attachment and, if the attachment changed, resets <see cref="AttachmentTime"/> and clears
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/// <see cref="AttachmentVertices">.</summary>
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/// Sets the slot's attachment and, if the attachment changed, resets <see cref="AttachmentTime"/> and clears <see cref="Deform">.
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/// </summary>
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/// <param name="value">May be null.</param>
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set {
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if (attachment == value) return;
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