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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Minor fixes.
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f71fb43552
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@ -177,18 +177,21 @@ public class Skeleton {
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* each slot's setup mode attachment is attached from the new skin.
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* @param newSkin May be null. */
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public function set skin (newSkin:Skin) : void {
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if (!skin) {
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var i:int = 0;
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for each (var slot:Slot in _slots) {
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var name:String = slot.data.attachmentName;
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if (name) {
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var attachment:Attachment = newSkin.getAttachment(i, name);
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if (attachment) slot.attachment = attachment;
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if (newSkin) {
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if (skin)
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newSkin.attachAll(this, skin);
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else {
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var i:int = 0;
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for each (var slot:Slot in _slots) {
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var name:String = slot.data.attachmentName;
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if (name) {
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var attachment:Attachment = newSkin.getAttachment(i, name);
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if (attachment) slot.attachment = attachment;
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}
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i++;
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}
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i++;
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}
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} else if (newSkin)
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newSkin.attachAll(this, skin);
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}
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_skin = newSkin;
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}
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@ -411,7 +411,7 @@ public class SkeletonJson {
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}
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if (attachment is MeshAttachment) {
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var meshVertices:Vector.<Number> = (attachment as MeshAttachment).vertices;
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for (i = 0, n = vertices.length; i < n; i++)
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for (i = 0; i < vertexCount; i++)
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vertices[i] += meshVertices[i];
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}
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}
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@ -163,17 +163,21 @@ int spSkeleton_setSkinByName (spSkeleton* self, const char* skinName) {
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}
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void spSkeleton_setSkin (spSkeleton* self, spSkin* newSkin) {
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if (!self->skin) {
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int i;
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for (i = 0; i < self->slotCount; ++i) {
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spSlot* slot = self->slots[i];
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if (slot->data->attachmentName) {
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spAttachment* attachment = spSkin_getAttachment(newSkin, i, slot->data->attachmentName);
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if (attachment) spSlot_setAttachment(slot, attachment);
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if (newSkin) {
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if (self->skin)
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spSkin_attachAll(newSkin, self, self->skin);
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else {
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/* No previous skin, attach setup pose attachments. */
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int i;
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for (i = 0; i < self->slotCount; ++i) {
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spSlot* slot = self->slots[i];
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if (slot->data->attachmentName) {
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spAttachment* attachment = spSkin_getAttachment(newSkin, i, slot->data->attachmentName);
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if (attachment) spSlot_setAttachment(slot, attachment);
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}
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}
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}
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} else if (newSkin) /**/
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spSkin_attachAll(newSkin, self, self->skin);
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}
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CONST_CAST(spSkin*, self->skin) = newSkin;
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}
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@ -165,18 +165,21 @@ namespace Spine {
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/// setup mode attachment is attached from the new skin.</summary>
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/// <param name="newSkin">May be null.</param>
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public void SetSkin (Skin newSkin) {
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if (skin == null) {
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List<Slot> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slots[i];
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String name = slot.data.attachmentName;
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if (name != null) {
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Attachment attachment = newSkin.GetAttachment(i, name);
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if (attachment != null) slot.Attachment = attachment;
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if (newSkin != null) {
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if (skin != null)
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newSkin.AttachAll(this, skin);
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else {
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List<Slot> slots = this.slots;
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for (int i = 0, n = slots.Count; i < n; i++) {
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Slot slot = slots[i];
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String name = slot.data.attachmentName;
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if (name != null) {
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Attachment attachment = newSkin.GetAttachment(i, name);
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if (attachment != null) slot.Attachment = attachment;
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}
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}
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}
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} else if (newSkin != null) //
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newSkin.AttachAll(this, skin);
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}
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skin = newSkin;
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}
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@ -483,7 +483,7 @@ namespace Spine {
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}
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if (attachment is MeshAttachment) {
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float[] meshVertices = ((MeshAttachment)attachment).vertices;
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for (int i = 0, n = vertices.Length; i < n; i++)
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += meshVertices[i];
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}
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}
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@ -828,18 +828,21 @@ spine.Skeleton.prototype = {
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* each slot's setup mode attachment is attached from the new skin.
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* @param newSkin May be null. */
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setSkin: function (newSkin) {
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if (!this.skin) {
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var slots = this.slots;
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for (var i = 0, n = slots.length; i < n; i++) {
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var slot = slots[i];
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var name = slot.data.attachmentName;
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if (name) {
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var attachment = newSkin.getAttachment(i, name);
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if (attachment) slot.setAttachment(attachment);
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if (newSkin) {
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if (this.skin)
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newSkin._attachAll(this, this.skin);
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else {
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var slots = this.slots;
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for (var i = 0, n = slots.length; i < n; i++) {
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var slot = slots[i];
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var name = slot.data.attachmentName;
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if (name) {
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var attachment = newSkin.getAttachment(i, name);
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if (attachment) slot.setAttachment(attachment);
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}
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}
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}
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} else if (newSkin)
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newSkin._attachAll(this, this.skin);
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}
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this.skin = newSkin;
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},
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/** @return May be null. */
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@ -915,6 +918,8 @@ spine.RegionAttachment.prototype = {
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rotation: 0,
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scaleX: 1, scaleY: 1,
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width: 0, height: 0,
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r: 1, g: 1, b: 1, a: 1,
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path: null,
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rendererObject: null,
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regionOffsetX: 0, regionOffsetY: 0,
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regionWidth: 0, regionHeight: 0,
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@ -1004,7 +1009,7 @@ spine.MeshAttachment.prototype = {
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regionOriginalWidth: 0, regionOriginalHeight: 0,
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edges: null,
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width: 0, height: 0,
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updateUVs: function (u, v, u2, v2, rotate) {
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updateUVs: function () {
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var width = regionU2 - regionU, height = regionV2 - regionV;
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var n = regionUVs.length;
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if (!uvs || uvs.length != n) {
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@ -209,18 +209,21 @@ public class Skeleton {
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* each slot's setup mode attachment is attached from the new skin.
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* @param newSkin May be null. */
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public void setSkin (Skin newSkin) {
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if (skin == null) {
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Array<Slot> slots = this.slots;
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for (int i = 0, n = slots.size; i < n; i++) {
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Slot slot = slots.get(i);
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String name = slot.data.attachmentName;
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if (name != null) {
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Attachment attachment = newSkin.getAttachment(i, name);
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if (attachment != null) slot.setAttachment(attachment);
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if (newSkin != null) {
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if (skin != null)
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newSkin.attachAll(this, skin);
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else {
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Array<Slot> slots = this.slots;
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for (int i = 0, n = slots.size; i < n; i++) {
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Slot slot = slots.get(i);
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String name = slot.data.attachmentName;
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if (name != null) {
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Attachment attachment = newSkin.getAttachment(i, name);
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if (attachment != null) slot.setAttachment(attachment);
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}
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}
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}
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} else if (newSkin != null) //
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newSkin.attachAll(this, skin);
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}
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skin = newSkin;
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}
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@ -390,7 +390,7 @@ public class SkeletonJson {
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}
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if (attachment instanceof MeshAttachment) {
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float[] meshVertices = ((MeshAttachment)attachment).getVertices();
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for (int i = 0, n = vertices.length; i < n; i++)
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += meshVertices[i];
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}
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}
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