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https://github.com/EsotericSoftware/spine-runtimes.git
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@ -149,7 +149,7 @@ namespace Spine
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// }
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//
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// // Interpolate between the previous frame and the current frame.
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// int frame = Animation.BinarySearch(frames, time);
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// int frame = Animation::binarySearch(frames, time);
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// float[] prevVertices = frameVertices[frame - 1];
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// float[] nextVertices = frameVertices[frame];
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// float frameTime = frames[frame];
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@ -84,7 +84,7 @@ namespace Spine
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// if (time >= frames[frames.Length - 1]) // Time is after last frame.
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// frame = frames.Length - 1;
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// else
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// frame = Animation.BinarySearch(frames, time) - 1;
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// frame = Animation::binarySearch(frames, time) - 1;
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//
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// int[] drawOrderToSetupIndex = drawOrders[frame];
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// if (drawOrderToSetupIndex == NULL) {
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@ -82,7 +82,7 @@ namespace Spine
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// if (lastTime < frames[0])
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// frame = 0;
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// else {
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// frame = Animation.BinarySearch(frames, lastTime);
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// frame = Animation::binarySearch(frames, lastTime);
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// float frameTime = frames[frame];
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// while (frame > 0) { // Fire multiple events with the same frame.
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// if (frames[frame - 1] != frameTime) break;
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@ -100,7 +100,7 @@ namespace Spine
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// }
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//
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// // Interpolate between the previous frame and the current frame.
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// int frame = Animation.BinarySearch(frames, time, ENTRIES);
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// int frame = Animation::binarySearch(frames, time, ENTRIES);
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// float mix = frames[frame + PREV_MIX];
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// float frameTime = frames[frame];
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// float percent = GetCurvePercent(frame / ENTRIES - 1, 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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@ -93,7 +93,7 @@ namespace Spine
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// translate = frames[frames.Length + PREV_TRANSLATE];
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// } else {
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// // Interpolate between the previous frame and the current frame.
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// int frame = Animation.BinarySearch(frames, time, ENTRIES);
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// int frame = Animation::binarySearch(frames, time, ENTRIES);
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// rotate = frames[frame + PREV_ROTATE];
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// translate = frames[frame + PREV_TRANSLATE];
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// float frameTime = frames[frame];
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@ -89,7 +89,7 @@ namespace Spine
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// position = frames[frames.Length + PREV_VALUE];
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// else {
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// // Interpolate between the previous frame and the current frame.
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// int frame = Animation.BinarySearch(frames, time, ENTRIES);
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// int frame = Animation::binarySearch(frames, time, ENTRIES);
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// position = frames[frame + PREV_VALUE];
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// float frameTime = frames[frame];
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// float percent = GetCurvePercent(frame / ENTRIES - 1,
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@ -71,7 +71,7 @@ namespace Spine
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// spacing = frames[frames.Length + PREV_VALUE];
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// else {
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// // Interpolate between the previous frame and the current frame.
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// int frame = Animation.BinarySearch(frames, time, ENTRIES);
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// int frame = Animation::binarySearch(frames, time, ENTRIES);
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// spacing = frames[frame + PREV_VALUE];
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// float frameTime = frames[frame];
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// float percent = GetCurvePercent(frame / ENTRIES - 1,
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@ -75,7 +75,7 @@ namespace Spine
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// y = frames[frames.Length + PREV_Y] * bone.data.scaleY;
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// } else {
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// // Interpolate between the previous frame and the current frame.
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// int frame = Animation.BinarySearch(frames, time, ENTRIES);
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// int frame = Animation::binarySearch(frames, time, ENTRIES);
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// x = frames[frame + PREV_X];
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// y = frames[frame + PREV_Y];
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// float frameTime = frames[frame];
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@ -74,7 +74,7 @@ namespace Spine
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// y = frames[frames.Length + PREV_Y];
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// } else {
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// // Interpolate between the previous frame and the current frame.
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// int frame = Animation.BinarySearch(frames, time, ENTRIES);
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// int frame = Animation::binarySearch(frames, time, ENTRIES);
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// x = frames[frame + PREV_X];
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// y = frames[frame + PREV_Y];
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// float frameTime = frames[frame];
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@ -102,7 +102,7 @@ namespace Spine
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// shear = frames[i + PREV_SHEAR];
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// } else {
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// // Interpolate between the previous frame and the current frame.
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// int frame = Animation.BinarySearch(frames, time, ENTRIES);
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// int frame = Animation::binarySearch(frames, time, ENTRIES);
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// rotate = frames[frame + PREV_ROTATE];
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// translate = frames[frame + PREV_TRANSLATE];
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// scale = frames[frame + PREV_SCALE];
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@ -124,7 +124,7 @@ namespace Spine
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// b2 = frames[i + PREV_B2];
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// } else {
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// // Interpolate between the previous frame and the current frame.
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// int frame = Animation.BinarySearch(frames, time, ENTRIES);
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// int frame = Animation::binarySearch(frames, time, ENTRIES);
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// r = frames[frame + PREV_R];
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// g = frames[frame + PREV_G];
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// b = frames[frame + PREV_B];
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