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[unity] Docs/ handling for SkeletonGraphicMirror.
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@ -1,4 +1,4 @@
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/******************************************************************************
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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@ -60,14 +60,17 @@ namespace Spine.Unity.Modules {
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if (restoreOnDisable) RestoreIndependentSkeleton();
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}
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/// <summary>Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic.</summary>
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public void StartMirroring () {
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if (source == null) return;
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if (skeletonGraphic == null) return;
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skeletonGraphic.startingAnimation = string.Empty;
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originalSkeleton = skeletonGraphic.Skeleton;
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originalFreeze = skeletonGraphic.freeze;
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if (originalSkeleton == null) {
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originalSkeleton = skeletonGraphic.Skeleton;
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originalFreeze = skeletonGraphic.freeze;
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}
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skeletonGraphic.Skeleton = source.skeleton;
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skeletonGraphic.freeze = true;
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@ -75,16 +78,23 @@ namespace Spine.Unity.Modules {
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skeletonGraphic.OverrideTexture = overrideTexture;
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}
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/// <summary>Use a new texture for the SkeletonGraphic. Use this if your source skeleton uses a repacked atlas. </summary>
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public void UpdateTexture (Texture2D newOverrideTexture) {
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overrideTexture = newOverrideTexture;
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if (newOverrideTexture != null)
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skeletonGraphic.OverrideTexture = overrideTexture;
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}
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/// <summary>Stops mirroring the source SkeletonRenderer and allows the SkeletonGraphic to become an independent Skeleton component again.</summary>
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public void RestoreIndependentSkeleton () {
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if (originalSkeleton == null)
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return;
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skeletonGraphic.Skeleton = originalSkeleton;
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skeletonGraphic.freeze = originalFreeze;
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skeletonGraphic.OverrideTexture = null;
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originalSkeleton = null;
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}
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}
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