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[unity] Use explicit primitive type instead of var.
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@ -138,7 +138,7 @@ namespace Spine.Unity {
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// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
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thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
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if (followBoneRotation) {
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var halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
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float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
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if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation.
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halfRotation += Mathf.PI * 0.5f;
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