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[godot] Signals for SpineSprite before and after the world transforms change.
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@ -59,6 +59,7 @@ void SpineSprite::_bind_methods() {
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ADD_SIGNAL(MethodInfo("animation_completed", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite"), PropertyInfo(Variant::OBJECT, "animation_state", PROPERTY_HINT_TYPE_STRING, "SpineAnimationState"), PropertyInfo(Variant::OBJECT, "track_entry", PROPERTY_HINT_TYPE_STRING, "SpineTrackEntry")));
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ADD_SIGNAL(MethodInfo("animation_disposed", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite"), PropertyInfo(Variant::OBJECT, "animation_state", PROPERTY_HINT_TYPE_STRING, "SpineAnimationState"), PropertyInfo(Variant::OBJECT, "track_entry", PROPERTY_HINT_TYPE_STRING, "SpineTrackEntry")));
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ADD_SIGNAL(MethodInfo("animation_event", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite"), PropertyInfo(Variant::OBJECT, "animation_state", PROPERTY_HINT_TYPE_STRING, "SpineAnimationState"), PropertyInfo(Variant::OBJECT, "track_entry", PROPERTY_HINT_TYPE_STRING, "SpineTrackEntry"), PropertyInfo(Variant::OBJECT, "event", PROPERTY_HINT_TYPE_STRING, "SpineEvent")));
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ADD_SIGNAL(MethodInfo("before_world_transforms_change", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite")));
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ADD_SIGNAL(MethodInfo("world_transforms_changed", PropertyInfo(Variant::OBJECT, "spine_sprite", PROPERTY_HINT_TYPE_STRING, "SpineSprite")));
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skeleton_data_res", PropertyHint::PROPERTY_HINT_RESOURCE_TYPE, "SpineSkeletonDataResource"), "set_skeleton_data_res", "get_skeleton_data_res");
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@ -211,8 +212,9 @@ void SpineSprite::update_skeleton(float delta) {
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return;
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animation_state->apply(skeleton);
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emit_signal("before_world_transforms_change", this);
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skeleton->update_world_transform();
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emit_signal("world_transforms_changed");
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emit_signal("world_transforms_changed", this);
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update_meshes(skeleton);
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update();
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update_bind_slot_nodes();
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