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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
[ts][pixi-v8] Moved state.apply and UWT right after time updates. (#2679)
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@ -53,12 +53,12 @@
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// from one animation to the next.
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stretchyman.state.data.defaultMix = 0.2;
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// Set animation "run" on track 0, looped.
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stretchyman.state.setAnimation(0, "idle", true);
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// Center the spine object on screen.
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stretchyman.x = window.innerWidth / 2;
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stretchyman.y = window.innerHeight / 2 + stretchyman.getBounds().height / 2;
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// Set animation "run" on track 0, looped.
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stretchyman.state.setAnimation(0, "idle", true);
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app.stage.addChild(stretchyman);
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const controlBoneNames = [
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@ -36,13 +36,13 @@
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// from one animation to the next.
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spineboy.state.data.defaultMix = 0.2;
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// Set animation "run" on track 0, looped.
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spineboy.state.setAnimation(0, "run", true);
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// Center the spine object on screen.
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spineboy.x = window.innerWidth / 2;
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spineboy.y = window.innerHeight / 2 + spineboy.getBounds().height / 2;
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// Set animation "run" on track 0, looped.
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spineboy.state.setAnimation(0, "run", true);
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// Add the display object to the stage.
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app.stage.addChild(spineboy);
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})();
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@ -43,13 +43,13 @@
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// from one animation to the next.
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spineboy.state.data.defaultMix = 0.2;
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// Set animation "run" on track 0, looped.
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spineboy.state.setAnimation(0, "run", true);
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// Center the spine object on screen.
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spineboy.x = window.innerWidth / 2;
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spineboy.y = window.innerHeight / 2 + spineboy.getBounds().height / 2;
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// Set animation "run" on track 0, looped.
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spineboy.state.setAnimation(0, "run", true);
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// Add the display object to the stage.
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app.stage.addChild(spineboy);
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})();
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@ -36,14 +36,14 @@
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// from one animation to another.
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spineboy.state.data.defaultMix = 0.2;
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// Center the Spine object on screen.
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spineboy.x = window.innerWidth / 2;
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spineboy.y = window.innerHeight / 2 + spineboy.getBounds().height / 2;
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// Set looping animations "idle" on track 0 and "aim" on track 1.
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spineboy.state.setAnimation(0, "idle", true);
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spineboy.state.setAnimation(1, "aim", true);
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// Center the Spine object on screen.
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spineboy.x = window.innerWidth / 2;
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spineboy.y = window.innerHeight / 2 + spineboy.getBounds().height / 2;
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// Add the display object to the stage.
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app.stage.addChild(spineboy);
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app.stage.hitArea = new PIXI.Rectangle(0, 0, app.view.width, app.view.height);
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@ -35,13 +35,13 @@
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// from one animation to the next.
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spineboy.state.data.defaultMix = 0.2;
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// Set animation "run" on track 0, looped.
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spineboy.state.setAnimation(0, "walk", true);
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// Center the spine object on screen.
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spineboy.x = window.innerWidth / 2;
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spineboy.y = window.innerHeight / 2 + spineboy.getBounds().height / 2;
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// Set animation "run" on track 0, looped.
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spineboy.state.setAnimation(0, "walk", true);
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// Add the display object to the stage.
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app.stage.addChild(spineboy);
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@ -126,6 +126,7 @@
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// for clipping attachments having slot objects
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setTimeout(() => {
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spineboy.state.setAnimation(0, "portal", true)
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spineboy.update(0)
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const tooth3 = PIXI.Sprite.from('raptor_jaw');
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tooth3.scale.set(2);
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tooth3.x = -60;
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@ -232,6 +232,7 @@ export class Spine extends ViewContainer {
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this._autoUpdate = value;
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}
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private hasNeverUpdated = true;
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constructor (options: SpineOptions | SkeletonData) {
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if (options instanceof SkeletonData) {
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options = {
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@ -257,8 +258,6 @@ export class Spine extends ViewContainer {
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for (let i = 0; i < slots.length; i++) {
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this.attachmentCacheData[i] = Object.create(null);
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}
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this._updateState(0);
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}
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/** If {@link Spine.autoUpdate} is `false`, this method allows to update the AnimationState and the Skeleton with the given delta. */
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@ -274,7 +273,7 @@ export class Spine extends ViewContainer {
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protected internalUpdate (_deltaFrame: any, deltaSeconds?: number): void {
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// Because reasons, pixi uses deltaFrames at 60fps.
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// We ignore the default deltaFrames and use the deltaSeconds from pixi ticker.
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this._updateState(deltaSeconds ?? Ticker.shared.deltaMS / 1000);
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this._updateAndApplyState(deltaSeconds ?? Ticker.shared.deltaMS / 1000);
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}
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get bounds () {
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@ -343,36 +342,17 @@ export class Spine extends ViewContainer {
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}
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/**
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* Will update the state based on the specified time, this will not apply the state to the skeleton
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* as this is differed until the `applyState` method is called.
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* Advance the state and skeleton by the given time, then update slot objects too.
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* The container transform is not updated.
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*
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* @param time the time at which to set the state
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* @internal
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*/
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_updateState (time: number) {
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private _updateAndApplyState (time: number) {
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this.hasNeverUpdated = false;
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this.state.update(time);
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this.skeleton.update(time);
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this._stateChanged = true;
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this._boundsDirty = true;
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this.onViewUpdate();
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}
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/**
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* Applies the state to this spine instance.
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* - updates the state to the skeleton
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* - updates its world transform (spine world transform)
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* - validates the attachments - to flag if the attachments have changed this state
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* - transforms the attachments - to update the vertices of the attachments based on the new positions
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* - update the slot attachments - to update the position, rotation, scale, and visibility of the attached containers
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* @internal
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*/
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_applyState () {
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if (!this._stateChanged) return;
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this._stateChanged = false;
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const { skeleton } = this;
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this.state.apply(skeleton);
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@ -381,11 +361,27 @@ export class Spine extends ViewContainer {
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skeleton.updateWorldTransform(Physics.update);
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this.afterUpdateWorldTransforms(this);
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this.updateSlotObjects();
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this._stateChanged = true;
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this._boundsDirty = true;
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this.onViewUpdate();
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}
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/**
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* - validates the attachments - to flag if the attachments have changed this state
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* - transforms the attachments - to update the vertices of the attachments based on the new positions
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* @internal
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*/
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_validateAndTransformAttachments () {
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if (!this._stateChanged) return;
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this._stateChanged = false;
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this.validateAttachments();
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this.transformAttachments();
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this.updateSlotObjects();
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}
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private validateAttachments () {
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@ -802,7 +798,11 @@ export class Spine extends ViewContainer {
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skeletonBounds.update(this.skeleton, true);
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if (skeletonBounds.minX === Infinity) {
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this._applyState();
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if (this.hasNeverUpdated) {
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this._updateAndApplyState(0);
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this._boundsDirty = false;
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}
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this._validateAndTransformAttachments();
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const drawOrder = this.skeleton.drawOrder;
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const bounds = this._bounds;
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@ -66,7 +66,7 @@ export class SpinePipe implements RenderPipe<Spine> {
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}
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validateRenderable (spine: Spine): boolean {
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spine._applyState();
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spine._validateAndTransformAttachments();
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// if pine attachments have changed, we need to rebuild the batch!
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if (spine.spineAttachmentsDirty) {
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@ -109,7 +109,7 @@ export class SpinePipe implements RenderPipe<Spine> {
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const roundPixels = (this.renderer._roundPixels | spine._roundPixels) as 0 | 1;
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spine._applyState();
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spine._validateAndTransformAttachments();
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for (let i = 0, n = drawOrder.length; i < n; i++) {
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const slot = drawOrder[i];
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@ -148,7 +148,7 @@ export class SpinePipe implements RenderPipe<Spine> {
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// we assume that spine will always change its verts size..
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const gpuSpine = this.gpuSpineData[spine.uid];
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spine._applyState();
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spine._validateAndTransformAttachments();
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const drawOrder = spine.skeleton.drawOrder;
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