mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 23:34:53 +08:00
[csharp] Renamed utility method ReadByte to ReadUByte to prevent future porting pitfalls (see preceding commit).
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cb33b34a4a
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@ -307,7 +307,7 @@ namespace Spine {
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if ((flags & 8) != 0) data.rotate = input.ReadFloat();
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if ((flags & 16) != 0) data.scaleX = input.ReadFloat();
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if ((flags & 32) != 0) data.shearX = input.ReadFloat();
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data.step = 1f / input.ReadByte();
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data.step = 1f / input.ReadUByte();
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data.inertia = input.ReadFloat();
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data.strength = input.ReadFloat();
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data.damping = input.ReadFloat();
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@ -428,7 +428,7 @@ namespace Spine {
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String attachmentName, bool nonessential) {
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float scale = this.scale;
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int flags = input.ReadByte();
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int flags = input.ReadUByte();
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string name = (flags & 8) != 0 ? input.ReadStringRef() : attachmentName;
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switch ((AttachmentType)(flags & 0x7)) { // 0b111
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@ -658,7 +658,7 @@ namespace Spine {
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for (int i = 0, n = input.ReadInt(true); i < n; i++) {
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int slotIndex = input.ReadInt(true);
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for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
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int timelineType = input.ReadByte(), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
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int timelineType = input.ReadUByte(), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
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switch (timelineType) {
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case SLOT_ATTACHMENT: {
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AttachmentTimeline timeline = new AttachmentTimeline(frameCount, slotIndex);
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@ -678,7 +678,7 @@ namespace Spine {
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float time2 = input.ReadFloat();
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float r2 = input.Read() / 255f, g2 = input.Read() / 255f;
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float b2 = input.Read() / 255f, a2 = input.Read() / 255f;
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -707,7 +707,7 @@ namespace Spine {
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if (frame == frameLast) break;
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float time2 = input.ReadFloat();
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float r2 = input.Read() / 255f, g2 = input.Read() / 255f, b2 = input.Read() / 255f;
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -738,7 +738,7 @@ namespace Spine {
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float nr = input.Read() / 255f, ng = input.Read() / 255f;
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float nb = input.Read() / 255f, na = input.Read() / 255f;
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float nr2 = input.Read() / 255f, ng2 = input.Read() / 255f, nb2 = input.Read() / 255f;
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -775,7 +775,7 @@ namespace Spine {
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float time2 = input.ReadFloat();
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float nr = input.Read() / 255f, ng = input.Read() / 255f, nb = input.Read() / 255f;
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float nr2 = input.Read() / 255f, ng2 = input.Read() / 255f, nb2 = input.Read() / 255f;
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -807,7 +807,7 @@ namespace Spine {
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if (frame == frameLast) break;
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float time2 = input.ReadFloat();
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float a2 = input.Read() / 255f;
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -829,7 +829,7 @@ namespace Spine {
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for (int i = 0, n = input.ReadInt(true); i < n; i++) {
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int boneIndex = input.ReadInt(true);
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for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
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int type = input.ReadByte(), frameCount = input.ReadInt(true), bezierCount = input.ReadInt(true);
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int type = input.ReadUByte(), frameCount = input.ReadInt(true), bezierCount = input.ReadInt(true);
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switch (type) {
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case BONE_ROTATE:
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ReadTimeline(input, timelines, new RotateTimeline(frameCount, bezierCount, boneIndex), 1);
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@ -875,7 +875,7 @@ namespace Spine {
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timeline.SetFrame(frame, time, mix, softness, input.ReadSByte(), (flags & 1) != 0, (flags & 2) != 0);
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if (frame == frameLast) break;
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float time2 = input.ReadFloat(), mix2 = input.ReadFloat(), softness2 = input.ReadFloat() * scale;
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -902,7 +902,7 @@ namespace Spine {
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if (frame == frameLast) break;
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float time2 = input.ReadFloat(), mixRotate2 = input.ReadFloat(), mixX2 = input.ReadFloat(), mixY2 = input.ReadFloat(),
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mixScaleX2 = input.ReadFloat(), mixScaleY2 = input.ReadFloat(), mixShearY2 = input.ReadFloat();
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -931,7 +931,7 @@ namespace Spine {
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int index = input.ReadInt(true);
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PathConstraintData data = skeletonData.pathConstraints.Items[index];
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for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
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int type = input.ReadByte(), frameCount = input.ReadInt(true), bezierCount = input.ReadInt(true);
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int type = input.ReadUByte(), frameCount = input.ReadInt(true), bezierCount = input.ReadInt(true);
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switch (type) {
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case PATH_POSITION:
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ReadTimeline(input, timelines, new PathConstraintPositionTimeline(frameCount, bezierCount, index),
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@ -949,7 +949,7 @@ namespace Spine {
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if (frame == frameLast) break;
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float time2 = input.ReadFloat(), mixRotate2 = input.ReadFloat(), mixX2 = input.ReadFloat(),
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mixY2 = input.ReadFloat();
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -974,7 +974,7 @@ namespace Spine {
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for (int i = 0, n = input.ReadInt(true); i < n; i++) {
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int index = input.ReadInt(true) - 1;
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for (int ii = 0, nn = input.ReadInt(true); ii < nn; ii++) {
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int type = input.ReadByte(), frameCount = input.ReadInt(true);
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int type = input.ReadUByte(), frameCount = input.ReadInt(true);
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if (type == PHYSICS_RESET) {
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PhysicsConstraintResetTimeline timeline = new PhysicsConstraintResetTimeline(frameCount, index);
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for (int frame = 0; frame < frameCount; frame++)
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@ -1019,7 +1019,7 @@ namespace Spine {
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Attachment attachment = skin.GetAttachment(slotIndex, attachmentName);
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if (attachment == null) throw new SerializationException("Timeline attachment not found: " + attachmentName);
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int timelineType = input.ReadByte(), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
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int timelineType = input.ReadUByte(), frameCount = input.ReadInt(true), frameLast = frameCount - 1;
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switch (timelineType) {
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case ATTACHMENT_DEFORM: {
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VertexAttachment vertexAttachment = (VertexAttachment)attachment;
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@ -1054,7 +1054,7 @@ namespace Spine {
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timeline.SetFrame(frame, time, deform);
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if (frame == frameLast) break;
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float time2 = input.ReadFloat();
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -1150,7 +1150,7 @@ namespace Spine {
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timeline.SetFrame(frame, time, value);
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if (frame == frameLast) break;
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float time2 = input.ReadFloat(), value2 = input.ReadFloat() * scale;
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -1171,7 +1171,7 @@ namespace Spine {
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timeline.SetFrame(frame, time, value1, value2);
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if (frame == frameLast) break;
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float time2 = input.ReadFloat(), nvalue1 = input.ReadFloat() * scale, nvalue2 = input.ReadFloat() * scale;
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switch (input.ReadByte()) {
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switch (input.ReadUByte()) {
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case CURVE_STEPPED:
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timeline.SetStepped(frame);
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break;
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@ -1214,10 +1214,14 @@ namespace Spine {
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return input.ReadByte();
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}
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public byte ReadByte () {
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/// <summary>Explicit unsigned byte variant to prevent pitfalls porting Java reference implementation
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/// where byte is signed vs C# where byte is unsigned.</summary>
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public byte ReadUByte () {
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return (byte)input.ReadByte();
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}
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/// <summary>Explicit signed byte variant to prevent pitfalls porting Java reference implementation
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/// where byte is signed vs C# where byte is unsigned.</summary>
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public sbyte ReadSByte () {
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int value = input.ReadByte();
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if (value == -1) throw new EndOfStreamException();
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-csharp",
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"displayName": "spine-csharp Runtime",
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"description": "This plugin provides the spine-csharp core runtime.",
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"version": "4.2.8",
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"version": "4.2.9",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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