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[unity] Include Unity 5.6 for clipInfoCache API usage.
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@ -28,7 +28,9 @@
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Contributed by: Mitch Thompson
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#if UNITY_5_6_OR_NEWER
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#define UNITY_CLIPINFOCACHE
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#endif
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using UnityEngine;
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using System.Collections.Generic;
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@ -116,7 +118,7 @@ namespace Spine.Unity {
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readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>(IntEqualityComparer.Instance);
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readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>(AnimationClipEqualityComparer.Instance);
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readonly List<Animation> previousAnimations = new List<Animation>();
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#if UNITY_2017_1_OR_NEWER
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#if UNITY_CLIPINFOCACHE
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readonly List<AnimatorClipInfo> clipInfoCache = new List<AnimatorClipInfo>();
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readonly List<AnimatorClipInfo> nextClipInfoCache = new List<AnimatorClipInfo>();
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#endif
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@ -135,7 +137,7 @@ namespace Spine.Unity {
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animationTable.Add(a.Name.GetHashCode(), a);
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clipNameHashCodeTable.Clear();
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#if UNITY_2017_1_OR_NEWER
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#if UNITY_CLIPINFOCACHE
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clipInfoCache.Clear();
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nextClipInfoCache.Clear();
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#endif
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@ -263,7 +265,7 @@ namespace Spine.Unity {
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out int nextClipInfoCount,
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out IList<AnimatorClipInfo> clipInfo,
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out IList<AnimatorClipInfo> nextClipInfo) {
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#if UNITY_2017_1_OR_NEWER
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#if UNITY_CLIPINFOCACHE
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clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
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nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
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if (clipInfoCache.Capacity < clipInfoCount) clipInfoCache.Capacity = clipInfoCount;
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