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[Unity] Internal check enforces RequireComponent better.
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@ -80,11 +80,7 @@ public class SkeletonRenderer : MonoBehaviour {
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/// <summary>Add and prepare a Spine component that derives from SkeletonRenderer to a GameObject at runtime.</summary>
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/// <summary>Add and prepare a Spine component that derives from SkeletonRenderer to a GameObject at runtime.</summary>
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/// <typeparam name="T">T should be SkeletonRenderer or any of its derived classes.</typeparam>
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/// <typeparam name="T">T should be SkeletonRenderer or any of its derived classes.</typeparam>
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public static T AddSpineComponent<T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
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public static T AddSpineComponent<T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
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// Assist [RequireComponent] enforcement.
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gameObject.AddComponent<MeshFilter>();
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gameObject.AddComponent<MeshRenderer>();
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var c = gameObject.AddComponent<T>();
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var c = gameObject.AddComponent<T>();
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if (skeletonDataAsset != null) {
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if (skeletonDataAsset != null) {
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