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https://github.com/EsotericSoftware/spine-runtimes.git
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[godot] Use GD.Print instead of Console.WriteLine.
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@ -10,28 +10,28 @@ public partial class AnimationStateListener : Node2D
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spineboy.AnimationStarted += (sprite, animationState, trackEntry) =>
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{
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var spineTrackEntry = trackEntry as SpineTrackEntry;
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Console.WriteLine("Animation started: " + spineTrackEntry.GetAnimation().GetName());
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GD.Print("Animation started: " + spineTrackEntry.GetAnimation().GetName());
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};
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spineboy.AnimationInterrupted += (sprite, animationState, trackEntry) =>
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{
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var spineTrackEntry = trackEntry as SpineTrackEntry;
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Console.WriteLine("Animation interrupted: " + spineTrackEntry.GetAnimation().GetName());
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GD.Print("Animation interrupted: " + spineTrackEntry.GetAnimation().GetName());
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};
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spineboy.AnimationCompleted += (sprite, animationState, trackEntry) =>
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{
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var spineTrackEntry = trackEntry as SpineTrackEntry;
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Console.WriteLine("Animation completed: " + spineTrackEntry.GetAnimation().GetName());
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GD.Print("Animation completed: " + spineTrackEntry.GetAnimation().GetName());
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};
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spineboy.AnimationDisposed += (sprite, animationState, trackEntry) =>
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{
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var spineTrackEntry = trackEntry as SpineTrackEntry;
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Console.WriteLine("Animation disposed: " + spineTrackEntry.GetAnimation().GetName());
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GD.Print("Animation disposed: " + spineTrackEntry.GetAnimation().GetName());
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};
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spineboy.AnimationEvent += (sprite, animationState, trackEntry, eventObject) =>
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{
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var spineTrackEntry = trackEntry as SpineTrackEntry;
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var spineEvent = eventObject as SpineEvent;
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Console.WriteLine("Animation event: " + spineTrackEntry.GetAnimation().GetName() + ", " + spineEvent.GetData().GetEventName());
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GD.Print("Animation event: " + spineTrackEntry.GetAnimation().GetName() + ", " + spineEvent.GetData().GetEventName());
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if (spineEvent.GetData().GetEventName() == "footstep")
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footStepAudio.Play();
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};
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@ -21,7 +21,7 @@ public partial class MixAndMatch : SpineSprite
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foreach (SpineSkinEntry entry in custom_skin.GetAttachments())
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{
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Console.WriteLine(entry.GetSlotIndex() + " " + entry.GetName());
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GD.Print(entry.GetSlotIndex() + " " + entry.GetName());
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}
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GetAnimationState().SetAnimation("dance", true, 0);
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