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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-19 00:06:42 +08:00
Merge branch '4.1' into 4.2-beta
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commit
b693802311
@ -540,7 +540,7 @@ namespace Spine {
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return null;
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}
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/// <summary>Sets a skin by name (<see cref="SetSkin(Skin)"/>).</summary>
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/// <summary>Sets a skin by name (see <see cref="SetSkin(Skin)"/>).</summary>
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public void SetSkin (string skinName) {
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Skin foundSkin = data.FindSkin(skinName);
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if (foundSkin == null) throw new ArgumentException("Skin not found: " + skinName, "skinName");
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@ -1027,8 +1027,8 @@ namespace Spine {
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} else if (timelineName == "sequence") {
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SequenceTimeline timeline = new SequenceTimeline(frames, slot.index, attachment);
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float lastDelay = 0;
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for (int frame = 0; keyMap != null;
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keyMapEnumerator.MoveNext(), keyMap = (Dictionary<string, Object>)keyMapEnumerator.Current, frame++) {
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for (int frame = 0; keyMap != null; keyMap = keyMapEnumerator.MoveNext() ?
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(Dictionary<string, Object>)keyMapEnumerator.Current : null, frame++) {
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float delay = GetFloat(keyMap, "delay", lastDelay);
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SequenceMode sequenceMode = (SequenceMode)Enum.Parse(typeof(SequenceMode),
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@ -44,6 +44,9 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
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Pass {
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Name "Normal"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
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ENDCG
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}
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@ -57,6 +60,10 @@ Shader "Spine/Blend Modes/Skeleton PMA Additive" {
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ZTest LEqual
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
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ENDCG
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}
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@ -44,6 +44,9 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
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Pass {
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Name "Normal"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
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ENDCG
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}
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@ -57,6 +60,10 @@ Shader "Spine/Blend Modes/Skeleton PMA Multiply" {
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ZTest LEqual
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
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ENDCG
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}
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@ -44,6 +44,9 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
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Pass {
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Name "Normal"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#include "../CGIncludes/Spine-BlendModes-NormalPass.cginc"
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ENDCG
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}
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@ -57,6 +60,10 @@ Shader "Spine/Blend Modes/Skeleton PMA Screen" {
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ZTest LEqual
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "../CGIncludes/Spine-BlendModes-ShadowCasterPass.cginc"
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ENDCG
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}
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@ -1,9 +1,6 @@
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#ifndef BLENDMODES_NORMAL_PASS_INCLUDED
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#define BLENDMODES_NORMAL_PASS_INCLUDED
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#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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#include "../CGIncludes/Spine-Common.cginc"
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uniform sampler2D _MainTex;
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@ -1,10 +1,6 @@
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#ifndef BLENDMODES_SHADOWCASTER_PASS_INCLUDED
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#define BLENDMODES_SHADOWCASTER_PASS_INCLUDED
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile_shadowcaster
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#pragma fragmentoption ARB_precision_hint_fastest
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#include "UnityCG.cginc"
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struct v2f {
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V2F_SHADOW_CASTER;
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