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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
Minor fixes.
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3f3449ca99
commit
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@ -143,7 +143,7 @@ public class Skeleton {
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public function set skin (newSkin:Skin) : void {
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if (skin != null && newSkin != null)
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newSkin.attachAll(this, skin);
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skin = newSkin;
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_skin = newSkin;
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}
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/** @return May be null. */
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@ -181,6 +181,7 @@ public class Skeleton {
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slot.attachment = attachment;
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return;
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}
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i++;
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}
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throw new ArgumentError("Slot not found: " + slotName);
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}
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@ -193,8 +193,8 @@ public class SkeletonJson {
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var slotMap:Object = slots[slotName];
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var slotIndex:int = skeletonData.findSlotIndex(slotName);
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for (var timelineName2:Object in boneMap) {
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var values2:Object = boneMap[timelineName2];
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for (var timelineName2:Object in slotMap) {
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var values2:Object = slotMap[timelineName2];
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if (timelineName2 == TIMELINE_COLOR) {
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var timeline2:ColorTimeline = new ColorTimeline(values2.length);
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timeline2.slotIndex = slotIndex;
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@ -53,23 +53,35 @@ public class SkeletonSprite extends Sprite {
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var region:AtlasRegion = AtlasRegion(regionAttachment.rendererObject);
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if (!wrapper) {
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var bitmapData:BitmapData = region.page.rendererObject as BitmapData;
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var regionData:BitmapData = new BitmapData(region.width, region.height);
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regionData.copyPixels(bitmapData, //
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new Rectangle(region.x, region.y, region.width, region.height), //
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new Point());
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var regionData:BitmapData;
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if (region.rotate) {
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regionData = new BitmapData(region.height, region.width);
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regionData.copyPixels(bitmapData, //
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new Rectangle(region.x, region.y, region.height, region.width), //
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new Point());
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} else {
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regionData = new BitmapData(region.width, region.height);
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regionData.copyPixels(bitmapData, //
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new Rectangle(region.x, region.y, region.width, region.height), //
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new Point());
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}
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var bitmap:Bitmap = new Bitmap(regionData);
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bitmap.smoothing = true;
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bitmap.x = -regionAttachment.width / 2; // Registration point.
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bitmap.y = -regionAttachment.height / 2;
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if (region.rotate) {
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bitmap.rotation = 90;
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bitmap.x += region.width;
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}
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wrapper = new Sprite();
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wrapper.addChild(bitmap);
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regionAttachment["wrapper"] = wrapper;
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}
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var bone:Bone = slot.bone;
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var x:Number = regionAttachment.x + region.offsetX;
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var y:Number = regionAttachment.y + region.offsetY;
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var x:Number = regionAttachment.x - region.offsetX;
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var y:Number = regionAttachment.y - region.offsetY;
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wrapper.x = bone.worldX + x * bone.m00 + y * bone.m01;
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wrapper.y = bone.worldY + x * bone.m10 + y * bone.m11;
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wrapper.rotation = -(bone.worldRotation + regionAttachment.rotation);
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