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[unity] IkConstraint.stretch
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@ -375,6 +375,7 @@ namespace Spine.Unity.Editor {
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EditorGUI.BeginChangeCheck();
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EditorGUI.BeginChangeCheck();
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c.Mix = EditorGUILayout.Slider("Mix", c.Mix, MixMin, MixMax);
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c.Mix = EditorGUILayout.Slider("Mix", c.Mix, MixMin, MixMax);
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c.BendDirection = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Bend Clockwise", tooltip: "IkConstraint.BendDirection == 1 if clockwise; -1 if counterclockwise."), c.BendDirection > 0) ? 1 : -1;
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c.BendDirection = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Bend Clockwise", tooltip: "IkConstraint.BendDirection == 1 if clockwise; -1 if counterclockwise."), c.BendDirection > 0) ? 1 : -1;
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c.Stretch = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Stretch", tooltip: "Stretch the parent bone when the target is out of range. Not applied when parent bone has nonuniform scale."), c.Stretch);
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if (EditorGUI.EndChangeCheck()) requireRepaint = true;
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if (EditorGUI.EndChangeCheck()) requireRepaint = true;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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@ -503,6 +503,7 @@ namespace Spine {
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ikc = skeleton.ikConstraints.Items[i];
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ikc = skeleton.ikConstraints.Items[i];
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ikc.mix = ikc.data.mix;
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ikc.mix = ikc.data.mix;
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ikc.bendDirection = ikc.data.bendDirection;
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ikc.bendDirection = ikc.data.bendDirection;
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ikc.stretch = ikc.data.stretch;
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break;
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break;
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// TransformConstraint
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// TransformConstraint
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