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Fix skleton mesh "Identifier uniqueness violation" warning
To remove the warning a new unique name is created for each mesh, where an index is added after the renderer name. Closes #1973
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@ -110,6 +110,7 @@ namespace Spine.Unity.Editor {
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public static bool SetupSpinePrefabMesh(GameObject g, UnityEditor.AssetImporters.AssetImportContext context)
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public static bool SetupSpinePrefabMesh(GameObject g, UnityEditor.AssetImporters.AssetImportContext context)
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{
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{
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Dictionary<string, int> nameUsageCount = new Dictionary<string, int>();
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bool wasModified = false;
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bool wasModified = false;
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var skeletonRenderers = g.GetComponentsInChildren<SkeletonRenderer>(true);
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var skeletonRenderers = g.GetComponentsInChildren<SkeletonRenderer>(true);
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foreach (SkeletonRenderer renderer in skeletonRenderers) {
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foreach (SkeletonRenderer renderer in skeletonRenderers) {
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@ -125,6 +126,12 @@ namespace Spine.Unity.Editor {
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if (mesh == null) continue;
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if (mesh == null) continue;
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string meshName = string.Format("Skeleton Prefab Mesh \"{0}\"", renderer.name);
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string meshName = string.Format("Skeleton Prefab Mesh \"{0}\"", renderer.name);
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if (nameUsageCount.ContainsKey(meshName)) {
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nameUsageCount[meshName]++;
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meshName = string.Format("Skeleton Prefab Mesh \"{0} ({1})\"", renderer.name, nameUsageCount[meshName]);
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} else {
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nameUsageCount.Add(meshName, 0);
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}
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mesh.name = meshName;
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mesh.name = meshName;
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mesh.hideFlags = HideFlags.None;
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mesh.hideFlags = HideFlags.None;
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if (context != null)
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if (context != null)
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