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[unity] Fixed an out of bounds access in SkeletonMecanim when multiple interruptions occur. Closes #1661.
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@ -417,9 +417,8 @@ namespace Spine.Unity {
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var interruptingStateInfo = animator.GetNextAnimatorStateInfo(layer);
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var interruptingStateInfo = animator.GetNextAnimatorStateInfo(layer);
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layerInfos.isLastFrameOfInterruption = interruptingStateInfo.fullPathHash == 0;
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layerInfos.isLastFrameOfInterruption = interruptingStateInfo.fullPathHash == 0;
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if (!layerInfos.isLastFrameOfInterruption) {
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if (!layerInfos.isLastFrameOfInterruption) {
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layerInfos.interruptingClipInfoCount = interruptingClipInfos.Count;
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animator.GetNextAnimatorClipInfo(layer, interruptingClipInfos);
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animator.GetNextAnimatorClipInfo(layer, interruptingClipInfos);
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layerInfos.interruptingClipInfoCount = interruptingClipInfos.Count;
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float oldTime = layerInfos.interruptingStateInfo.normalizedTime;
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float oldTime = layerInfos.interruptingStateInfo.normalizedTime;
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float newTime = interruptingStateInfo.normalizedTime;
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float newTime = interruptingStateInfo.normalizedTime;
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layerInfos.interruptingClipTimeAddition = newTime - oldTime;
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layerInfos.interruptingClipTimeAddition = newTime - oldTime;
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