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[unity] Fixed SkeletonMecanim leftover animation rotations when transitioning to an empty "Write Defaults" state. Fixes #1321.
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@ -379,12 +379,13 @@ namespace Spine.Unity {
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var layerInfos = layerClipInfos[layer];
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var layerInfos = layerClipInfos[layer];
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int clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
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int clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
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int nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
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int nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
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var clipInfos = layerInfos.clipInfos;
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var clipInfos = layerInfos.clipInfos;
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var nextClipInfos = layerInfos.nextClipInfos;
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var nextClipInfos = layerInfos.nextClipInfos;
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var interruptingClipInfos = layerInfos.interruptingClipInfos;
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var interruptingClipInfos = layerInfos.interruptingClipInfos;
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layerInfos.isInterruptionActive = (clipInfoCount == 0 && nextClipInfoCount == 0);
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layerInfos.isInterruptionActive = (clipInfoCount == 0 && clipInfos.Count != 0 &&
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nextClipInfoCount == 0 && nextClipInfos.Count != 0);
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// Note: during interruption, GetCurrentAnimatorClipInfoCount and GetNextAnimatorClipInfoCount
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// Note: during interruption, GetCurrentAnimatorClipInfoCount and GetNextAnimatorClipInfoCount
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// are returning 0 in calls above. Therefore we keep previous clipInfos and nextClipInfos
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// are returning 0 in calls above. Therefore we keep previous clipInfos and nextClipInfos
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