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[csharp] Minor changes to Attachments for 3.6
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@ -52,8 +52,8 @@ namespace Spine {
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public float B { get { return b; } set { b = value; } }
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public float A { get { return a; } set { a = value; } }
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public String Path { get; set; }
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public Object RendererObject { get; set; }
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public string Path { get; set; }
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public object RendererObject; //public Object RendererObject { get; set; }
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public float RegionU { get; set; }
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public float RegionV { get; set; }
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public float RegionU2 { get; set; }
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@ -46,8 +46,8 @@ namespace Spine {
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: base(name) {
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}
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public void ComputeWorldPosition (Bone bone, float x, float y, out float ox, out float oy) {
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bone.LocalToWorld(x, y, out ox, out oy);
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public void ComputeWorldPosition (Bone bone, out float ox, out float oy) {
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bone.LocalToWorld(this.x, this.y, out ox, out oy);
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}
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public float ComputeWorldRotation (Bone bone) {
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@ -61,7 +61,7 @@ namespace Spine {
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public float A { get { return a; } set { a = value; } }
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public string Path { get; set; }
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public object RendererObject { get; set; }
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public object RendererObject; //public object RendererObject { get; set; }
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public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
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public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
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public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
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@ -57,7 +57,7 @@ namespace Spine {
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/// <param name="stride">The number of <paramref name="worldVertices"/> entries between the value pairs written.</param>
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public void ComputeWorldVertices (Slot slot, int start, int count, float[] worldVertices, int offset, int stride = 2) {
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count = offset + (count >> 1) * stride;
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Skeleton skeleton = slot.Skeleton;
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Skeleton skeleton = slot.bone.skeleton;
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var deformArray = slot.attachmentVertices;
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float[] vertices = this.vertices;
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int[] bones = this.bones;
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