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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Fixed a compile error on old Unity versions of previous commit a0721db.
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a0721dbf4b
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@ -31,6 +31,10 @@
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#define NEW_PREFAB_SYSTEM
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#define NEW_PREFAB_SYSTEM
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#endif
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#endif
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#if UNITY_2018_2_OR_NEWER
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#define HAS_CULL_TRANSPARENT_MESH
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#endif
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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@ -101,7 +105,9 @@ namespace Spine.Unity.Examples {
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ownGraphic = this.gameObject.AddComponent<SkeletonSubmeshGraphic>();
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ownGraphic = this.gameObject.AddComponent<SkeletonSubmeshGraphic>();
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ownGraphic.maskable = referenceSkeletonGraphic.maskable;
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ownGraphic.maskable = referenceSkeletonGraphic.maskable;
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#if HAS_CULL_TRANSPARENT_MESH
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ownGraphic.canvasRenderer.cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh;
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ownGraphic.canvasRenderer.cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh;
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#endif
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ownGraphic.canvasRenderer.SetMaterial(replacementMaterial, referenceSkeletonGraphic.mainTexture);
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ownGraphic.canvasRenderer.SetMaterial(replacementMaterial, referenceSkeletonGraphic.mainTexture);
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}
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}
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@ -109,7 +115,9 @@ namespace Spine.Unity.Examples {
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if (ownSubmeshGraphics == null)
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if (ownSubmeshGraphics == null)
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ownSubmeshGraphics = new List<SkeletonSubmeshGraphic>();
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ownSubmeshGraphics = new List<SkeletonSubmeshGraphic>();
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#if HAS_CULL_TRANSPARENT_MESH
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bool cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh;
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bool cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh;
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#endif
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Vector2 pivot = referenceSkeletonGraphic.rectTransform.pivot;
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Vector2 pivot = referenceSkeletonGraphic.rectTransform.pivot;
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int currentCount = ownSubmeshGraphics.Count;
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int currentCount = ownSubmeshGraphics.Count;
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@ -118,7 +126,9 @@ namespace Spine.Unity.Examples {
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go.transform.SetParent(this.transform, false);
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go.transform.SetParent(this.transform, false);
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go.transform.localPosition = Vector3.zero;
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go.transform.localPosition = Vector3.zero;
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CanvasRenderer canvasRenderer = go.AddComponent<CanvasRenderer>();
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CanvasRenderer canvasRenderer = go.AddComponent<CanvasRenderer>();
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#if HAS_CULL_TRANSPARENT_MESH
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canvasRenderer.cullTransparentMesh = cullTransparentMesh;
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canvasRenderer.cullTransparentMesh = cullTransparentMesh;
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#endif
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SkeletonSubmeshGraphic submeshGraphic = go.AddComponent<SkeletonSubmeshGraphic>();
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SkeletonSubmeshGraphic submeshGraphic = go.AddComponent<SkeletonSubmeshGraphic>();
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ownSubmeshGraphics.Add(submeshGraphic);
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ownSubmeshGraphics.Add(submeshGraphic);
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submeshGraphic.maskable = referenceSkeletonGraphic.maskable;
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submeshGraphic.maskable = referenceSkeletonGraphic.maskable;
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