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https://github.com/EsotericSoftware/spine-runtimes.git
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[csharp][unity] Fixed compile errors on older Unity/C# versions.
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@ -54,7 +54,7 @@ namespace Spine {
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this.name = name;
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this.duration = duration;
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int n = timelines.Count << 1;
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timelineIds = new HashSet<string>(n);
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// note: not needed: timelineIds = new HashSet<string>(n);
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bones = new ExposedList<int>(n);
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SetTimelines(timelines);
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}
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@ -2106,7 +2106,7 @@ namespace Spine {
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/// <summary>
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/// The index of the constraint in <see cref="Skeleton.Constraints"/> that will be changed when this timeline is applied.
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/// </summary>
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public int ConstraintIndex { get; }
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int ConstraintIndex { get; }
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}
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/// <summary>Changes an IK constraint's <see cref="IkConstraintPose.Mix"/>, <see cref="IkConstraintPose.Softness"/>,
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@ -51,9 +51,9 @@ namespace Spine {
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/// </summary>
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void UpdateRegion ();
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public abstract Color GetColor ();
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public abstract void SetColor (Color color);
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public abstract void SetColor (float r, float g, float b, float a);
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Color GetColor ();
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void SetColor (Color color);
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void SetColor (float r, float g, float b, float a);
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Sequence Sequence { get; set; }
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}
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@ -33,8 +33,8 @@ using System.Collections.Generic;
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namespace Spine {
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public interface IConstraintData : IPosedData {
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public string Name { get; }
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public IConstraint Create (Skeleton skeleton);
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string Name { get; }
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IConstraint Create (Skeleton skeleton);
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}
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public abstract class ConstraintData<T, P> : PosedData<P>, IConstraintData
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@ -31,6 +31,6 @@ using System;
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namespace Spine {
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public interface IPose<P> {
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public void Set (P pose);
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void Set (P pose);
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}
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}
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@ -31,7 +31,7 @@ using System;
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namespace Spine {
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public interface IPosedData {
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public bool SkinRequired { get; }
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bool SkinRequired { get; }
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}
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/// <summary>
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