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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Merge branch '3.8' into 4.0-beta
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commit
ad0cbe21ba
@ -387,6 +387,14 @@ namespace spine {
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void enableQueue();
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void enableQueue();
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private:
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private:
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static const int Subsequent = 0;
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static const int First = 1;
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static const int HoldSubsequent = 2;
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static const int HoldFirst = 3;
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static const int HoldMix = 4;
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static const int Setup = 1;
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static const int Current = 2;
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AnimationStateData* _data;
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AnimationStateData* _data;
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@ -288,15 +288,6 @@ void EventQueue::drain() {
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_drainDisabled = false;
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_drainDisabled = false;
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}
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}
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const int Subsequent = 0;
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const int First = 1;
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const int HoldSubsequent = 2;
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const int HoldFirst = 3;
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const int HoldMix = 4;
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const int Setup = 1;
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const int Current = 2;
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AnimationState::AnimationState(AnimationStateData *data) :
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AnimationState::AnimationState(AnimationStateData *data) :
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_data(data),
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_data(data),
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_queue(EventQueue::newEventQueue(*this, _trackEntryPool)),
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_queue(EventQueue::newEventQueue(*this, _trackEntryPool)),
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@ -90,7 +90,7 @@ namespace Spine.Unity.Editor {
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protected void TrySetAnimation (SkeletonAnimation skeletonAnimation) {
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protected void TrySetAnimation (SkeletonAnimation skeletonAnimation) {
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if (skeletonAnimation == null) return;
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if (skeletonAnimation == null) return;
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if (!skeletonAnimation.valid)
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if (!skeletonAnimation.valid || skeletonAnimation.AnimationState == null)
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return;
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return;
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TrackEntry current = skeletonAnimation.AnimationState.GetCurrent(0);
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TrackEntry current = skeletonAnimation.AnimationState.GetCurrent(0);
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