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[unity] Fix DrawBoundingBoxes.
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@ -1824,11 +1824,7 @@ namespace Spine.Unity.Editor {
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}
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public static void DrawDot (Vector3 position, float size) {
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#if UNITY_5_6_OR_NEWER
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Handles.DotHandleCap(0, position, Quaternion.identity, size * HandleUtility.GetHandleSize(position), EventType.Ignore);
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#else
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Handles.DotCap(0, position, Quaternion.identity, size * HandleUtility.GetHandleSize(position));
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#endif
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Handles.DotHandleCap(0, position, Quaternion.identity, size * HandleUtility.GetHandleSize(position), EventType.Ignore); //Handles.DotCap(0, position, Quaternion.identity, size * HandleUtility.GetHandleSize(position));
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}
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public static void DrawBoundingBoxes (Transform transform, Skeleton skeleton) {
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@ -1841,15 +1837,14 @@ namespace Spine.Unity.Editor {
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public static void DrawBoundingBox (Slot slot, BoundingBoxAttachment box, Transform t) {
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if (box.Vertices.Length <= 2) return; // Handle cases where user creates a BoundingBoxAttachment but doesn't actually define it.
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var worldVerts = new float[box.Vertices.Length];
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var worldVerts = new float[box.WorldVerticesLength];
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box.ComputeWorldVertices(slot, worldVerts);
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Handles.color = Color.green;
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Vector3 lastVert = Vector3.zero;
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Vector3 vert = Vector3.zero;
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Vector3 firstVert = t.TransformPoint(new Vector3(worldVerts[0], worldVerts[1], 0));
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int n = worldVerts.Length - 1;
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for (int i = 0; i < n; i += 2) {
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for (int i = 0; i < worldVerts.Length; i += 2) {
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vert.x = worldVerts[i];
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vert.y = worldVerts[i + 1];
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vert.z = 0;
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