mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-12 18:18:43 +08:00
Merge branch '3.7-beta' into 3.7-beta-cpp
This commit is contained in:
commit
bd3d9ee36a
@ -38,7 +38,7 @@ using std::min;
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using std::max;
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using std::vector;
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namespace spine {
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namespace spine {
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typedef struct _TrackEntryListeners {
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StartListener startListener;
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@ -112,6 +112,8 @@ void SkeletonAnimation::initialize () {
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_state = new (__FILE__, __LINE__) AnimationState(new (__FILE__, __LINE__) AnimationStateData(_skeleton->getData()));
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_state->setRendererObject(this);
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_state->setListener(animationCallback);
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_firstDraw = true;
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}
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SkeletonAnimation::SkeletonAnimation ()
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@ -126,12 +128,20 @@ SkeletonAnimation::~SkeletonAnimation () {
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void SkeletonAnimation::update (float deltaTime) {
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super::update(deltaTime);
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deltaTime *= _timeScale;
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_state->update(deltaTime);
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_state->apply(*_skeleton);
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deltaTime *= _timeScale;
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_state->update(deltaTime);
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_state->apply(*_skeleton);
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_skeleton->updateWorldTransform();
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}
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void SkeletonAnimation::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t transformFlags) {
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if (_firstDraw) {
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_firstDraw = false;
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update(0);
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}
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super::draw(renderer, transform, transformFlags);
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}
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void SkeletonAnimation::setAnimationStateData (AnimationStateData* stateData) {
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CCASSERT(stateData, "stateData cannot be null.");
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@ -67,6 +67,7 @@ public:
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}
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virtual void update (float deltaTime) override;
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virtual void draw (cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t transformFlags) override;
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void setAnimationStateData (AnimationStateData* stateData);
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void setMix (const std::string& fromAnimation, const std::string& toAnimation, float duration);
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@ -109,6 +110,7 @@ protected:
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AnimationState* _state;
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bool _ownsAnimationStateData;
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bool _firstDraw;
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StartListener _startListener;
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InterruptListener _interruptListener;
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@ -997,7 +997,7 @@ public class AnimationState {
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/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
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* <code>eventThreshold</code>, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
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* timelines are not applied for an animation being mixed out. */
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* timelines are not applied while this animation is being mixed out. */
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public float getEventThreshold () {
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return eventThreshold;
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}
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@ -1008,7 +1008,7 @@ public class AnimationState {
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/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
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* <code>attachmentThreshold</code>, attachment timelines are applied while this animation is being mixed out. Defaults to
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* 0, so attachment timelines are not applied for an animation being mixed out. */
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* 0, so attachment timelines are not applied while this animation is being mixed out. */
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public float getAttachmentThreshold () {
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return attachmentThreshold;
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}
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@ -1019,7 +1019,7 @@ public class AnimationState {
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/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
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* <code>drawOrderThreshold</code>, draw order timelines are applied while this animation is being mixed out. Defaults to 0,
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* so draw order timelines are not applied for an animation being mixed out. */
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* so draw order timelines are not applied while this animation is being mixed out. */
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public float getDrawOrderThreshold () {
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return drawOrderThreshold;
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}
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@ -3,6 +3,11 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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#if UNITY_2018_3 || UNITY_2019
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#define NEW_PREFAB_SYSTEM
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#endif
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namespace Spine.Unity.Editor {
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using Editor = UnityEditor.Editor;
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@ -11,6 +16,7 @@ namespace Spine.Unity.Editor {
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public class SkeletonBakingWindow : EditorWindow {
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const bool IsUtilityWindow = true;
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#if !NEW_PREFAB_SYSTEM
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[MenuItem("CONTEXT/SkeletonDataAsset/Skeleton Baking", false, 5000)]
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public static void Init (MenuCommand command) {
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var window = EditorWindow.GetWindow<SkeletonBakingWindow>(IsUtilityWindow);
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@ -20,6 +26,7 @@ namespace Spine.Unity.Editor {
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window.skeletonDataAsset = command.context as SkeletonDataAsset;
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window.Show();
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}
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#endif
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public SkeletonDataAsset skeletonDataAsset;
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[SpineSkin(dataField:"skeletonDataAsset")]
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@ -477,7 +477,7 @@ namespace Spine.Unity.Editor {
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}
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} else {
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foreach (var slot in skeleton.DrawOrder) {
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var slotNames = SkeletonRendererInspector.GetSeparatorSlotMember(skeletonRenderer);
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var slotNames = SkeletonRendererInspector.GetSeparatorSlotNames(skeletonRenderer);
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for (int i = 0, n = slotNames.Length; i < n; i++) {
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if (string.Equals(slotNames[i], slot.Data.Name, System.StringComparison.Ordinal)) {
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EditorGUILayout.LabelField(SeparatorString);
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@ -341,7 +341,12 @@ namespace Spine.Unity.Editor {
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}
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}
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public static string[] GetSeparatorSlotMember (SkeletonRenderer skeletonRenderer) {
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public static void SetSeparatorSlotNames (SkeletonRenderer skeletonRenderer, string[] newSlotNames) {
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var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
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field.SetValue(skeletonRenderer, newSlotNames);
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}
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public static string[] GetSeparatorSlotNames (SkeletonRenderer skeletonRenderer) {
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var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
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return field.GetValue(skeletonRenderer) as string[];
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}
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@ -367,6 +367,47 @@ namespace Spine.Unity {
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currentSmartMesh.instructionUsed.Set(currentInstructions);
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}
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public void FindAndApplySeparatorSlots (string startsWith, bool clearExistingSeparators = true, bool updateStringArray = false) {
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if (string.IsNullOrEmpty(startsWith)) return;
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FindAndApplySeparatorSlots(
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(slotName) => slotName.StartsWith(startsWith),
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clearExistingSeparators,
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updateStringArray
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);
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}
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public void FindAndApplySeparatorSlots (System.Func<string, bool> slotNamePredicate, bool clearExistingSeparators = true, bool updateStringArray = false) {
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if (slotNamePredicate == null) return;
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if (!valid) return;
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if (clearExistingSeparators)
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separatorSlots.Clear();
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var slots = skeleton.slots;
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foreach (var slot in slots) {
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if (slotNamePredicate.Invoke(slot.data.name))
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separatorSlots.Add(slot);
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}
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if (updateStringArray) {
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var detectedSeparatorNames = new List<string>();
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foreach (var slot in skeleton.slots) {
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string slotName = slot.data.name;
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if (slotNamePredicate.Invoke(slotName))
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detectedSeparatorNames.Add(slotName);
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}
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if (!clearExistingSeparators) {
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string[] originalNames = this.separatorSlotNames;
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foreach (string originalName in originalNames)
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detectedSeparatorNames.Add(originalName);
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}
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this.separatorSlotNames = detectedSeparatorNames.ToArray();
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}
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}
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public void ReapplySeparatorSlotNames () {
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if (!valid)
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return;
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@ -128,10 +128,11 @@ namespace Spine.Unity.Modules {
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meshRenderer.SetPropertyBlock(block);
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}
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public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name) {
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public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name, int sortingOrder = 0) {
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var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
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go.transform.SetParent(parent, false);
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var returnComponent = go.AddComponent<SkeletonPartsRenderer>();
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returnComponent.MeshRenderer.sortingOrder = sortingOrder;
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return returnComponent;
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}
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@ -106,6 +106,8 @@ namespace Spine.Unity.Modules {
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componentRenderers.Add(spr);
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}
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srs.OnEnable();
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#if UNITY_EDITOR
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// Make sure editor updates properly in edit mode.
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if (!Application.isPlaying) {
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@ -119,7 +121,7 @@ namespace Spine.Unity.Modules {
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}
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/// <summary>Add a child SkeletonPartsRenderer GameObject to this SkeletonRenderSeparator.</summary>
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public void AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement) {
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public SkeletonPartsRenderer AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement, string name = null) {
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int sortingLayerID = 0;
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int sortingOrder = 0;
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if (partsRenderers.Count > 0) {
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@ -128,13 +130,18 @@ namespace Spine.Unity.Modules {
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sortingLayerID = previousMeshRenderer.sortingLayerID;
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sortingOrder = previousMeshRenderer.sortingOrder + sortingOrderIncrement;
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}
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var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, partsRenderers.Count.ToString());
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if (string.IsNullOrEmpty(name))
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name = partsRenderers.Count.ToString();
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var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, name);
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partsRenderers.Add(spr);
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var mr = spr.MeshRenderer;
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mr.sortingLayerID = sortingLayerID;
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mr.sortingOrder = sortingOrder;
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return spr;
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}
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#endregion
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