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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
[ts] Fixed debug rendering.
Also fixed indentation.
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@ -833,10 +833,10 @@ export class SpinePlayer implements Disposable {
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// Determine the viewport.
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let viewport = this.viewport;
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viewport.x = this.currentViewport.x - (this.currentViewport.padLeft as number),
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viewport.y = this.currentViewport.y - (this.currentViewport.padBottom as number),
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viewport.width = this.currentViewport.width + (this.currentViewport.padLeft as number) + (this.currentViewport.padRight as number),
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viewport.height = this.currentViewport.height + (this.currentViewport.padBottom as number) + (this.currentViewport.padTop as number)
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viewport.x = this.currentViewport.x - (this.currentViewport.padLeft as number);
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viewport.y = this.currentViewport.y - (this.currentViewport.padBottom as number);
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viewport.width = this.currentViewport.width + (this.currentViewport.padLeft as number) + (this.currentViewport.padRight as number);
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viewport.height = this.currentViewport.height + (this.currentViewport.padBottom as number) + (this.currentViewport.padTop as number);
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if (this.previousViewport) {
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let transitionAlpha = (performance.now() - this.viewportTransitionStart) / 1000 / config.viewport!.transitionTime!;
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@ -879,12 +879,12 @@ export class SpinePlayer implements Disposable {
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// Draw the skeleton and debug output.
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renderer.drawSkeleton(skeleton, config.premultipliedAlpha);
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if ((renderer.skeletonDebugRenderer.drawBones = config.debug!.bones!)
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|| (renderer.skeletonDebugRenderer.drawBoundingBoxes = config.debug!.bounds!)
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|| (renderer.skeletonDebugRenderer.drawClipping = config.debug!.clipping!)
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|| (renderer.skeletonDebugRenderer.drawMeshHull = config.debug!.hulls!)
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|| (renderer.skeletonDebugRenderer.drawPaths = config.debug!.paths!)
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|| (renderer.skeletonDebugRenderer.drawRegionAttachments = config.debug!.regions!)
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|| (renderer.skeletonDebugRenderer.drawMeshTriangles = config.debug!.meshes!)
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+ (renderer.skeletonDebugRenderer.drawBoundingBoxes = config.debug!.bounds!)
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+ (renderer.skeletonDebugRenderer.drawClipping = config.debug!.clipping!)
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+ (renderer.skeletonDebugRenderer.drawMeshHull = config.debug!.hulls!)
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+ (renderer.skeletonDebugRenderer.drawPaths = config.debug!.paths!)
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+ (renderer.skeletonDebugRenderer.drawRegionAttachments = config.debug!.regions!)
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+ (renderer.skeletonDebugRenderer.drawMeshTriangles = config.debug!.meshes!) > 0
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) {
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renderer.drawSkeletonDebug(skeleton, config.premultipliedAlpha);
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}
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