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https://github.com/EsotericSoftware/spine-runtimes.git
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[csharp] Port of commit ec5b721: Set array sizes up front rather than shrink afterward. Also changed IkConstraintData.Bones type from List<BoneData> to ExposedList<BoneData> for unification reasons.
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@ -29,6 +29,7 @@
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## C# ##
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* **Breaking changes**
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* **Changed `IkConstraintData.Bones` type from `List<BoneData>` to `ExposedList<BoneData>`** for unification reasons. *Note: this modification will most likely not affect user code.*
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* **Additions**
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@ -33,7 +33,7 @@ using System.Collections.Generic;
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namespace Spine {
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/// <summary>Stores the setup pose for an IkConstraint.</summary>
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public class IkConstraintData : ConstraintData {
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internal List<BoneData> bones = new List<BoneData>();
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internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
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internal BoneData target;
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internal int bendDirection = 1;
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internal bool compress, stretch, uniform;
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@ -43,7 +43,7 @@ namespace Spine {
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}
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/// <summary>The bones that are constrained by this IK Constraint.</summary>
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public List<BoneData> Bones {
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public ExposedList<BoneData> Bones {
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get { return bones; }
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}
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@ -160,8 +160,12 @@ namespace Spine {
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if (string.IsNullOrEmpty(skeletonData.audioPath)) skeletonData.audioPath = null;
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}
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int n;
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Object[] o;
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// Bones.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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o = skeletonData.bones.Resize(n = ReadVarint(input, true)).Items;
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for (int i = 0; i < n; i++) {
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String name = ReadString(input);
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BoneData parent = i == 0 ? null : skeletonData.bones.Items[ReadVarint(input, true)];
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BoneData data = new BoneData(i, name, parent);
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@ -177,10 +181,12 @@ namespace Spine {
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data.skinRequired = ReadBoolean(input);
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if (nonessential) ReadInt(input); // Skip bone color.
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skeletonData.bones.Add(data);
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o[i] = data;
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}
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// Slots.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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o = skeletonData.slots.Resize(n = ReadVarint(input, true)).Items;
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for (int i = 0; i < n; i++) {
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String slotName = ReadString(input);
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BoneData boneData = skeletonData.bones.Items[ReadVarint(input, true)];
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SlotData slotData = new SlotData(i, slotName, boneData);
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@ -200,32 +206,36 @@ namespace Spine {
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slotData.attachmentName = ReadString(input);
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slotData.blendMode = (BlendMode)ReadVarint(input, true);
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skeletonData.slots.Add(slotData);
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o[i] = slotData;
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}
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// IK constraints.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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o = skeletonData.ikConstraints.Resize(n = ReadVarint(input, true)).Items;
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for (int i = 0, nn; i < n; i++) {
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IkConstraintData data = new IkConstraintData(ReadString(input));
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data.order = ReadVarint(input, true);
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data.skinRequired = ReadBoolean(input);
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for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
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data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]);
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Object[] bones = data.bones.Resize(nn = ReadVarint(input, true)).Items;
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for (int ii = 0; ii < nn; ii++)
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bones[ii] = skeletonData.bones.Items[ReadVarint(input, true)];
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data.target = skeletonData.bones.Items[ReadVarint(input, true)];
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data.mix = ReadFloat(input);
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data.bendDirection = ReadSByte(input);
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data.compress = ReadBoolean(input);
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data.stretch = ReadBoolean(input);
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data.uniform = ReadBoolean(input);
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skeletonData.ikConstraints.Add(data);
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o[i] = data;
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}
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// Transform constraints.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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o = skeletonData.transformConstraints.Resize(n = ReadVarint(input, true)).Items;
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for (int i = 0, nn; i < n; i++) {
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TransformConstraintData data = new TransformConstraintData(ReadString(input));
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data.order = ReadVarint(input, true);
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data.skinRequired = ReadBoolean(input);
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for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
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data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]);
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Object[] bones = data.bones.Resize(nn = ReadVarint(input, true)).Items;
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for (int ii = 0; ii < nn; ii++)
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bones[ii] = skeletonData.bones.Items[ReadVarint(input, true)];
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data.target = skeletonData.bones.Items[ReadVarint(input, true)];
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data.local = ReadBoolean(input);
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data.relative = ReadBoolean(input);
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@ -239,16 +249,18 @@ namespace Spine {
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data.translateMix = ReadFloat(input);
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data.scaleMix = ReadFloat(input);
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data.shearMix = ReadFloat(input);
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skeletonData.transformConstraints.Add(data);
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o[i] = data;
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}
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// Path constraints
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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o = skeletonData.pathConstraints.Resize(n = ReadVarint(input, true)).Items;
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for (int i = 0, nn; i < n; i++) {
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PathConstraintData data = new PathConstraintData(ReadString(input));
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data.order = ReadVarint(input, true);
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data.skinRequired = ReadBoolean(input);
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for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++)
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data.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]);
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Object[] bones = data.bones.Resize(nn = ReadVarint(input, true)).Items;
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for (int ii = 0; ii < nn; ii++)
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bones[ii] = skeletonData.bones.Items[ReadVarint(input, true)];
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data.target = skeletonData.slots.Items[ReadVarint(input, true)];
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data.positionMode = (PositionMode)Enum.GetValues(typeof(PositionMode)).GetValue(ReadVarint(input, true));
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data.spacingMode = (SpacingMode)Enum.GetValues(typeof(SpacingMode)).GetValue(ReadVarint(input, true));
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@ -260,7 +272,7 @@ namespace Spine {
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if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) data.spacing *= scale;
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data.rotateMix = ReadFloat(input);
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data.translateMix = ReadFloat(input);
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skeletonData.pathConstraints.Add(data);
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o[i] = data;
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}
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// Default skin.
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@ -271,11 +283,16 @@ namespace Spine {
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}
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// Skins.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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skeletonData.skins.Add(ReadSkin(input, skeletonData, false, nonessential));
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{
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int i = skeletonData.skins.Count;
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o = skeletonData.skins.Resize(n = i + ReadVarint(input, true)).Items;
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for (; i < n; i++)
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o[i] = ReadSkin(input, skeletonData, false, nonessential);
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}
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// Linked meshes.
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for (int i = 0, n = linkedMeshes.Count; i < n; i++) {
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n = linkedMeshes.Count;
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for (int i = 0; i < n; i++) {
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SkeletonJson.LinkedMesh linkedMesh = linkedMeshes[i];
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Skin skin = linkedMesh.skin == null ? skeletonData.DefaultSkin : skeletonData.FindSkin(linkedMesh.skin);
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if (skin == null) throw new Exception("Skin not found: " + linkedMesh.skin);
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@ -288,7 +305,8 @@ namespace Spine {
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linkedMeshes.Clear();
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// Events.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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o = skeletonData.events.Resize(n = ReadVarint(input, true)).Items;
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for (int i = 0; i < n; i++) {
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EventData data = new EventData(ReadString(input));
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data.Int = ReadVarint(input, false);
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data.Float = ReadFloat(input);
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@ -298,36 +316,34 @@ namespace Spine {
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data.Volume = ReadFloat(input);
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data.Balance = ReadFloat(input);
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}
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skeletonData.events.Add(data);
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o[i] = data;
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}
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// Animations.
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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ReadAnimation(ReadString(input), input, skeletonData);
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skeletonData.bones.TrimExcess();
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skeletonData.slots.TrimExcess();
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skeletonData.skins.TrimExcess();
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skeletonData.events.TrimExcess();
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skeletonData.animations.TrimExcess();
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skeletonData.ikConstraints.TrimExcess();
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skeletonData.pathConstraints.TrimExcess();
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o = skeletonData.animations.Resize(n = ReadVarint(input, true)).Items;
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for (int i = 0; i < n; i++)
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o[i] = ReadAnimation(ReadString(input), input, skeletonData);
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return skeletonData;
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}
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/// <returns>May be null.</returns>
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private Skin ReadSkin (Stream input, SkeletonData skeletonData, bool defaultSkin, bool nonessential) {
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Skin skin = new Skin(defaultSkin ? "default" : ReadString(input));
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if (!defaultSkin) {
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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skin.bones.Add(skeletonData.bones.Items[ReadVarint(input, true)]);
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Object[] bones = skeletonData.bones.Resize(ReadVarint(input, true)).Items;
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for (int i = 0, n = skeletonData.bones.Count; i < n; i++)
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bones[i] = skeletonData.bones.Items[ReadVarint(input, true)];
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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skin.constraints.Add(skeletonData.ikConstraints.Items[ReadVarint(input, true)]);
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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skin.constraints.Add(skeletonData.transformConstraints.Items[ReadVarint(input, true)]);
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for (int i = 0, n = ReadVarint(input, true); i < n; i++)
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skin.constraints.Add(skeletonData.pathConstraints.Items[ReadVarint(input, true)]);
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skin.constraints.TrimExcess();
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}
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for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
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int slotIndex = ReadVarint(input, true);
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@ -552,8 +568,8 @@ namespace Spine {
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return array;
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}
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private void ReadAnimation (String name, Stream input, SkeletonData skeletonData) {
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var timelines = new ExposedList<Timeline>();
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private Animation ReadAnimation (String name, Stream input, SkeletonData skeletonData) {
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var timelines = new ExposedList<Timeline>(32);
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float scale = Scale;
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float duration = 0;
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@ -837,7 +853,7 @@ namespace Spine {
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}
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timelines.TrimExcess();
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skeletonData.animations.Add(new Animation(name, timelines, duration));
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return new Animation(name, timelines, duration);
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}
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private void ReadCurve (Stream input, int frameIndex, CurveTimeline timeline) {
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