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[unity] Minor: refactoring, variable renamed.
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@ -813,8 +813,8 @@ namespace Spine.Unity {
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b2.x *= alpha;
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b2.y = slot.Data.BlendMode == BlendMode.Additive ? 0 : alpha;
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}
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int meshVertexCount = meshAttachment.WorldVerticesLength;
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for (int iii = 0; iii < meshVertexCount; iii += 2) {
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int verticesArrayLength = meshAttachment.WorldVerticesLength;
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for (int iii = 0; iii < verticesArrayLength; iii += 2) {
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uv2i[vi] = rg;
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uv3i[vi] = b2;
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vi++;
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@ -886,8 +886,8 @@ namespace Spine.Unity {
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} else { //if (settings.renderMeshes) {
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MeshAttachment meshAttachment = attachment as MeshAttachment;
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if (meshAttachment != null) {
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int meshVertexCount = meshAttachment.WorldVerticesLength;
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if (tempVerts.Length < meshVertexCount) this.tempVerts = tempVerts = new float[meshVertexCount];
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int verticesArrayLength = meshAttachment.WorldVerticesLength;
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if (tempVerts.Length < verticesArrayLength) this.tempVerts = tempVerts = new float[verticesArrayLength];
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meshAttachment.ComputeWorldVertices(slot, tempVerts);
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if (settings.pmaVertexColors) {
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@ -917,7 +917,7 @@ namespace Spine.Unity {
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if (fy > bmax.y) bmax.y = fy;
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}
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for (int iii = 0; iii < meshVertexCount; iii += 2) {
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for (int iii = 0; iii < verticesArrayLength; iii += 2) {
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float x = tempVerts[iii], y = tempVerts[iii + 1];
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vbi[vertexIndex].x = x; vbi[vertexIndex].y = y; vbi[vertexIndex].z = z;
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cbi[vertexIndex] = color; ubi[vertexIndex].x = attachmentUVs[iii]; ubi[vertexIndex].y = attachmentUVs[iii + 1];
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