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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] SkeletonRenderer cleanup.
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@ -39,26 +39,14 @@ namespace Spine.Unity {
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[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer)), DisallowMultipleComponent]
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[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer)), DisallowMultipleComponent]
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[HelpURL("http://esotericsoftware.com/spine-unity-rendering")]
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[HelpURL("http://esotericsoftware.com/spine-unity-rendering")]
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public class SkeletonRenderer : MonoBehaviour, ISkeletonComponent, IHasSkeletonDataAsset {
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public class SkeletonRenderer : MonoBehaviour, ISkeletonComponent, IHasSkeletonDataAsset {
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[SerializeField] public SkeletonDataAsset skeletonDataAsset;
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public bool logErrors = false;
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public delegate void SkeletonRendererDelegate (SkeletonRenderer skeletonRenderer);
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/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
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public event SkeletonRendererDelegate OnRebuild;
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/// <summary> Occurs after the vertex data is populated every frame, before the vertices are pushed into the mesh.</summary>
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public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
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public SkeletonDataAsset skeletonDataAsset;
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
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#region Initialization settings
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#region Initialization settings
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/// <summary>Skin name to use when the Skeleton is initialized.</summary>
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/// <summary>Skin name to use when the Skeleton is initialized.</summary>
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[SpineSkin(defaultAsEmptyString:true)] public string initialSkinName;
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[SerializeField] [SpineSkin(defaultAsEmptyString:true)] public string initialSkinName;
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/// <summary>Flip X and Y to use when the Skeleton is initialized.</summary>
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/// <summary>Flip X and Y to use when the Skeleton is initialized.</summary>
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public bool initialFlipX, initialFlipY;
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[SerializeField] public bool initialFlipX, initialFlipY;
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#endregion
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#endregion
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#region Advanced Render Settings
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#region Advanced Render Settings
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@ -121,6 +109,9 @@ namespace Spine.Unity {
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}
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}
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}
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}
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}
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}
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/// <summary> Occurs after the vertex data is populated every frame, before the vertices are pushed into the mesh.</summary>
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public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
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#endif
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#endif
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#if SPINE_OPTIONAL_MATERIALOVERRIDE
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#if SPINE_OPTIONAL_MATERIALOVERRIDE
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@ -156,6 +147,13 @@ namespace Spine.Unity {
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}
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}
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#endregion
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#endregion
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public delegate void SkeletonRendererDelegate (SkeletonRenderer skeletonRenderer);
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/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
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public event SkeletonRendererDelegate OnRebuild;
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
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#region Runtime Instantiation
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#region Runtime Instantiation
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public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
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public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
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return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset);
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return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset);
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@ -185,6 +183,7 @@ namespace Spine.Unity {
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}
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}
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#endregion
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#endregion
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public virtual void Awake () {
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public virtual void Awake () {
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Initialize(false);
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Initialize(false);
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}
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}
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@ -237,10 +236,8 @@ namespace Spine.Unity {
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valid = false;
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valid = false;
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}
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}
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if (skeletonDataAsset == null) {
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if (skeletonDataAsset == null)
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if (logErrors) Debug.LogError("Missing SkeletonData asset.", this);
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return;
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return;
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}
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SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
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SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
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if (skeletonData == null) return;
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if (skeletonData == null) return;
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