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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-27 04:01:24 +08:00
[unity] Reduced foreach use in SkeletonUtility.
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@ -229,17 +229,15 @@ namespace Spine.Unity {
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for (int i = 0, n = ikConstraints.Count; i < n; i++)
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constraintTargetNames.Add(ikConstraints.Items[i].Target.Data.Name);
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foreach (var b in utilityBones) {
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if (b.bone == null) {
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return;
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}
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if (b.mode == SkeletonUtilityBone.Mode.Override) {
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var utilityBones = this.utilityBones;
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for (int i = 0, n = utilityBones.Count; i < n; i++) {
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var b = utilityBones[i];
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if (b.bone == null) return;
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if (b.mode == SkeletonUtilityBone.Mode.Override)
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hasTransformBones = true;
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}
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if (constraintTargetNames.Contains(b.bone.Data.Name)) {
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if (constraintTargetNames.Contains(b.bone.Data.Name))
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hasUtilityConstraints = true;
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}
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}
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if (utilityConstraints.Count > 0)
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@ -267,25 +265,21 @@ namespace Spine.Unity {
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}
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void UpdateLocal (ISkeletonAnimation anim) {
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if (needToReprocessBones)
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CollectBones();
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if (utilityBones == null)
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return;
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foreach (SkeletonUtilityBone b in utilityBones) {
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b.transformLerpComplete = false;
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}
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var utilityBones = this.utilityBones;
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if (utilityBones == null) return;
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for (int i = 0, n = utilityBones.Count; i < n; i++)
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utilityBones[i].transformLerpComplete = false;
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UpdateAllBones();
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}
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void UpdateWorld (ISkeletonAnimation anim) {
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UpdateAllBones();
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foreach (SkeletonUtilityConstraint c in utilityConstraints)
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c.DoUpdate();
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for (int i = 0, n = utilityConstraints.Count; i < n; i++)
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utilityConstraints[i].DoUpdate();
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}
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void UpdateComplete (ISkeletonAnimation anim) {
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@ -293,16 +287,13 @@ namespace Spine.Unity {
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}
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void UpdateAllBones () {
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if (boneRoot == null) {
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if (boneRoot == null)
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CollectBones();
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}
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if (utilityBones == null)
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return;
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foreach (SkeletonUtilityBone b in utilityBones) {
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b.DoUpdate();
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}
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var utilityBones = this.utilityBones;
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if (utilityBones == null) return;
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for (int i = 0, n = utilityBones.Count; i < n; i++)
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utilityBones[i].DoUpdate();
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}
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public Transform GetBoneRoot () {
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