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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Merge remote-tracking branch 'origin/master'
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commit
8239b2f905
@ -43,68 +43,61 @@ namespace Spine.Unity {
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get { return skeletonRenderer; }
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get { return skeletonRenderer; }
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set {
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set {
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skeletonRenderer = value;
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skeletonRenderer = value;
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Reset();
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Initialize();
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}
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}
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}
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}
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/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
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/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
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[SpineBone(dataField: "skeletonRenderer")]
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[SpineBone(dataField: "skeletonRenderer")]
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public String boneName;
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public String boneName;
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public bool followZPosition = true;
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public bool followZPosition = true;
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public bool followBoneRotation = true;
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public bool followBoneRotation = true;
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public bool resetOnAwake = true;
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[UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")]
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public bool initializeOnAwake = true;
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#endregion
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#endregion
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[NonSerialized]
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[NonSerialized] public bool valid;
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public bool valid;
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[NonSerialized] public Bone bone;
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[NonSerialized]
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public Bone bone;
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Transform skeletonTransform;
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Transform skeletonTransform;
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public void HandleResetRenderer (SkeletonRenderer skeletonRenderer) {
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public void Awake () {
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Reset();
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if (initializeOnAwake) Initialize();
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}
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}
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public void Reset () {
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public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
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Initialize();
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}
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public void Initialize () {
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bone = null;
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bone = null;
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valid = skeletonRenderer != null && skeletonRenderer.valid;
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valid = skeletonRenderer != null && skeletonRenderer.valid;
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if (!valid) return;
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if (!valid) return;
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skeletonTransform = skeletonRenderer.transform;
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skeletonTransform = skeletonRenderer.transform;
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skeletonRenderer.OnRebuild -= HandleResetRenderer;
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skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
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skeletonRenderer.OnRebuild += HandleResetRenderer;
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skeletonRenderer.OnRebuild += HandleRebuildRenderer;
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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if (Application.isEditor)
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if (Application.isEditor)
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DoUpdate();
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LateUpdate();
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#endif
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#endif
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}
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}
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void OnDestroy () {
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void OnDestroy () {
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if (skeletonRenderer != null)
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if (skeletonRenderer != null)
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skeletonRenderer.OnRebuild -= HandleResetRenderer;
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skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
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}
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}
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public void Awake () {
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public void LateUpdate () {
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if (resetOnAwake)
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Reset();
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}
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void LateUpdate () {
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DoUpdate();
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}
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public void DoUpdate () {
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if (!valid) {
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if (!valid) {
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Reset();
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Initialize();
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return;
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return;
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}
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}
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if (bone == null) {
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if (bone == null) {
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if (boneName == null || boneName.Length == 0)
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if (string.IsNullOrEmpty(boneName)) return;
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return;
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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if (bone == null) {
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if (bone == null) {
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Debug.LogError("Bone not found: " + boneName, this);
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Debug.LogError("Bone not found: " + boneName, this);
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@ -112,33 +105,23 @@ namespace Spine.Unity {
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}
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}
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}
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}
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Skeleton skeleton = skeletonRenderer.skeleton;
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float flipRotation = (skeleton.flipX ^ skeleton.flipY) ? -1f : 1f;
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Transform thisTransform = this.transform;
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Transform thisTransform = this.transform;
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// Recommended setup: Use local transform properties if Spine GameObject is parent
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if (thisTransform.parent == skeletonTransform) {
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if (thisTransform.parent == skeletonTransform) {
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// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
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thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
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thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
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if (followBoneRotation) thisTransform.localRotation = Quaternion.Euler(0f, 0f, bone.WorldRotationX);
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if (followBoneRotation) {
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Vector3 rotation = thisTransform.localRotation.eulerAngles;
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thisTransform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.WorldRotationX * flipRotation);
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}
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// For special cases: Use transform world properties if transform relationship is complicated
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} else {
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} else {
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// For special cases: Use transform world properties if transform relationship is complicated
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f));
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f));
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if (!followZPosition)
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if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
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targetWorldPosition.z = thisTransform.position.z;
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thisTransform.position = targetWorldPosition;
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thisTransform.position = targetWorldPosition;
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if (followBoneRotation) {
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if (followBoneRotation) {
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + (bone.WorldRotationX * flipRotation));
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thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + bone.WorldRotationX);
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}
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}
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}
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}
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}
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}
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}
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}
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@ -52,8 +52,8 @@ namespace Spine.Unity.Editor {
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override public void OnInspectorGUI () {
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override public void OnInspectorGUI () {
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if (needsReset) {
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if (needsReset) {
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component.Reset();
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component.Initialize();
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component.DoUpdate();
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component.LateUpdate();
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needsReset = false;
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needsReset = false;
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SceneView.RepaintAll();
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SceneView.RepaintAll();
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}
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}
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@ -89,17 +89,17 @@ namespace Spine.Unity.Editor {
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if (serializedObject.ApplyModifiedProperties() ||
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if (serializedObject.ApplyModifiedProperties() ||
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(UnityEngine.Event.current.type == EventType.ValidateCommand && UnityEngine.Event.current.commandName == "UndoRedoPerformed")
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(UnityEngine.Event.current.type == EventType.ValidateCommand && UnityEngine.Event.current.commandName == "UndoRedoPerformed")
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) {
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) {
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component.Reset();
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component.Initialize();
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}
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}
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}
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}
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public static T GetInParent<T> (Transform origin) where T : Component {
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public static T GetInParent<T> (Transform origin) where T : Component {
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#if UNITY_4_3
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#if UNITY_4_3
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Transform parent = origin.parent;
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Transform parent = origin.parent;
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while(parent.GetComponent<T>() == null){
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while (parent.GetComponent<T>() == null) {
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parent = parent.parent;
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parent = parent.parent;
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if(parent == null)
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if(parent == null)
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return default(T);
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return default(T);
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}
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}
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return parent.GetComponent<T>();
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return parent.GetComponent<T>();
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