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[unity] BoneFollower should use cached value.
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@ -165,10 +165,10 @@ namespace Spine.Unity {
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f;
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if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f;
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#if UNITY_5_6_OR_NEWER
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#if UNITY_5_6_OR_NEWER
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thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + boneWorldRotation));
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thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation));
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#else
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#else
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thisTransform.position = targetWorldPosition;
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thisTransform.position = targetWorldPosition;
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thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + bone.WorldRotationX);
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thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + bone.WorldRotationX);
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#endif
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#endif
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} else {
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} else {
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thisTransform.position = targetWorldPosition;
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thisTransform.position = targetWorldPosition;
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