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[unity] Fixed SkeletonMecanim unnecessarily applying clips twice. Closes #1648.
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@ -285,7 +285,7 @@ namespace Spine.Unity {
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for (; c < clipInfoCount; c++) {
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var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
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break;
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++c; break;
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}
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// Mix the rest
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for (; c < clipInfoCount; c++) {
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@ -300,7 +300,7 @@ namespace Spine.Unity {
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for (; c < nextClipInfoCount; c++) {
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var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
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break;
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++c; break;
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}
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}
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// Mix the rest
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@ -319,7 +319,7 @@ namespace Spine.Unity {
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float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
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float weight = clipWeight * layerWeight; if (weight == 0) continue;
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GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
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break;
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++c; break;
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}
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}
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// Mix the rest
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