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[unity] SkeletonGraphic: avoid unnecessary redundant mesh update at color change (necessary after commit c36f847). See #2049.
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@ -155,7 +155,7 @@ namespace Spine.Unity.Editor {
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// MaskableGraphic
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material = so.FindProperty("m_Material");
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color = so.FindProperty("m_Color");
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color = so.FindProperty("m_SkeletonColor");
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raycastTarget = so.FindProperty("m_RaycastTarget");
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maskable = so.FindProperty("m_Maskable");
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@ -60,6 +60,13 @@ namespace Spine.Unity {
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public Material multiplyMaterial;
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public Material screenMaterial;
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/// <summary>Own color to replace <c>Graphic.m_Color</c>.</summary>
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[UnityEngine.Serialization.FormerlySerializedAs("m_Color")]
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[SerializeField] protected Color m_SkeletonColor = Color.white;
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/// <summary>Sets the color of the skeleton. Does not call <see cref="Rebuild"/> and <see cref="UpdateMesh"/>
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/// unnecessarily as <c>Graphic.color</c> would otherwise do.</summary>
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override public Color color { get { return m_SkeletonColor; } set { m_SkeletonColor = value; } }
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[SpineSkin(dataField: "skeletonDataAsset", defaultAsEmptyString: true)]
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public string initialSkinName;
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public bool initialFlipX, initialFlipY;
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