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[unity] Added OnMeshAndMaterialsUpdated callback event to SkeletonRenderer and SkeletonGraphic. Added example component RenderExistingMesh.cs to render a mesh again with different materials, as required by the new outline-only shaders added in the previous commit.
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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using UnityEngine;
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using System.Collections.Generic;
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namespace Spine.Unity.Examples {
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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#else
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[ExecuteInEditMode]
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#endif
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[RequireComponent(typeof(MeshRenderer)), RequireComponent(typeof(MeshFilter))]
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public class RenderExistingMesh : MonoBehaviour
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{
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public MeshRenderer referenceRenderer;
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bool updateViaSkeletonCallback = false;
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MeshFilter referenceMeshFilter;
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MeshRenderer ownRenderer;
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MeshFilter ownMeshFilter;
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[System.Serializable]
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public struct MaterialReplacement {
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public Material originalMaterial;
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public Material replacementMaterial;
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}
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public MaterialReplacement[] replacementMaterials = new MaterialReplacement[0];
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private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
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private Material[] sharedMaterials = new Material[0];
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#if UNITY_EDITOR
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private void Reset () {
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if (referenceRenderer == null) {
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referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
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if (!referenceRenderer)
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return;
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}
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var parentMaterials = referenceRenderer.sharedMaterials;
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if (replacementMaterials.Length != parentMaterials.Length) {
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replacementMaterials = new MaterialReplacement[parentMaterials.Length];
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}
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for (int i = 0; i < parentMaterials.Length; ++i) {
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replacementMaterials[i].originalMaterial = parentMaterials[i];
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replacementMaterials[i].replacementMaterial = parentMaterials[i];
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}
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Awake();
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LateUpdate();
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}
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#endif
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void Awake () {
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if (referenceRenderer == null) {
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referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
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}
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// subscribe to OnMeshAndMaterialsUpdated
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var skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
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if (skeletonRenderer) {
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skeletonRenderer.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
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skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
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updateViaSkeletonCallback = true;
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}
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var skeletonGraphic = referenceRenderer.GetComponent<SkeletonGraphic>();
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if (skeletonGraphic) {
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skeletonGraphic.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
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skeletonGraphic.OnMeshAndMaterialsUpdated += UpdateOnCallback;
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updateViaSkeletonCallback = true;
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}
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referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
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ownRenderer = this.GetComponent<MeshRenderer>();
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ownMeshFilter = this.GetComponent<MeshFilter>();
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for (int i = 0; i < replacementMaterials.Length; ++i) {
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var entry = replacementMaterials[i];
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replacementMaterialDict[entry.originalMaterial] = entry.replacementMaterial;
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}
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}
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void LateUpdate () {
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if (updateViaSkeletonCallback)
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return;
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UpdateMaterials();
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}
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void UpdateOnCallback (SkeletonRenderer r) {
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UpdateMaterials();
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}
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void UpdateOnCallback (SkeletonGraphic r) {
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UpdateMaterials();
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}
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void UpdateMaterials () {
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ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
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var parentMaterials = referenceRenderer.sharedMaterials;
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if (sharedMaterials.Length != parentMaterials.Length) {
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sharedMaterials = new Material[parentMaterials.Length];
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}
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for (int i = 0; i < parentMaterials.Length; ++i) {
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var parentMaterial = parentMaterials[i];
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if (replacementMaterialDict.ContainsKey(parentMaterial)) {
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sharedMaterials[i] = replacementMaterialDict[parentMaterial];
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}
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}
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ownRenderer.sharedMaterials = sharedMaterials;
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}
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: bbb58643468d3dc479e20aff7c8c611e
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timeCreated: 1585240369
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -236,6 +236,10 @@ namespace Spine.Unity {
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/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
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/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
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public event SkeletonRendererDelegate OnRebuild;
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public event SkeletonRendererDelegate OnRebuild;
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/// <summary>OnMeshAndMaterialsUpdated is at the end of LateUpdate after the Mesh and
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/// all materials have been updated.</summary>
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public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
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protected Spine.AnimationState state;
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protected Spine.AnimationState state;
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public Spine.AnimationState AnimationState { get { return state; } }
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public Spine.AnimationState AnimationState { get { return state; } }
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@ -370,6 +374,8 @@ namespace Spine.Unity {
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}
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}
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//this.UpdateMaterial(); // TODO: This allocates memory.
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//this.UpdateMaterial(); // TODO: This allocates memory.
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if (OnMeshAndMaterialsUpdated != null)
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OnMeshAndMaterialsUpdated(this);
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}
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}
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#endregion
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#endregion
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}
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}
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@ -226,6 +226,10 @@ namespace Spine.Unity {
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/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
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/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
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public event SkeletonRendererDelegate OnRebuild;
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public event SkeletonRendererDelegate OnRebuild;
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/// <summary>OnMeshAndMaterialsUpdated is at the end of LateUpdate after the Mesh and
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/// all materials have been updated.</summary>
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public event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
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#region Runtime Instantiation
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#region Runtime Instantiation
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@ -468,6 +472,9 @@ namespace Spine.Unity {
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SetMaterialSettingsToFixDrawOrder();
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SetMaterialSettingsToFixDrawOrder();
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}
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}
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#endif
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#endif
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if (OnMeshAndMaterialsUpdated != null)
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OnMeshAndMaterialsUpdated(this);
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}
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}
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public void FindAndApplySeparatorSlots (string startsWith, bool clearExistingSeparators = true, bool updateStringArray = false) {
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public void FindAndApplySeparatorSlots (string startsWith, bool clearExistingSeparators = true, bool updateStringArray = false) {
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