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[unity] Fix backwards conditional. Some cleanup.
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@ -31,7 +31,6 @@
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using Spine;
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@ -42,8 +41,7 @@ namespace Spine.Unity {
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#region BoundingBoxAttachment
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public static PolygonCollider2D AddBoundingBox (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
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skinName = string.IsNullOrEmpty(skinName) ? skinName : skeleton.Data.DefaultSkin.Name;
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Skin skin = skeleton.Data.FindSkin(skinName);
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Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName);
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if (skin == null) {
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Debug.LogError("Skin " + skinName + " not found!");
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return null;
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@ -67,7 +65,7 @@ namespace Spine.Unity {
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public static PolygonCollider2D AddBoundingBoxAsComponent (BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true) {
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if (box == null) return null;
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if (box.IsWeighted()) Debug.LogWarning("UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider will not be animated. Please remove weights and animations from the bounding box in Spine editor.");
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if (box.IsWeighted()) Debug.LogWarning("UnityEngine.PolygonCollider2D does not support weighted or animated points. Collider will not be animated. If you want to use it as a collider, please remove weights and animations from the bounding box in Spine editor.");
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var verts = box.GetLocalVertices(slot, null);
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var collider = gameObject.AddComponent<PolygonCollider2D>();
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collider.isTrigger = isTrigger;
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