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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Skeleton preview in 2018.1 and 2017.4.
Special thanks to @GarlicDipping Fixes https://github.com/EsotericSoftware/spine-runtimes/issues/1110
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@ -651,7 +651,12 @@ namespace Spine.Unity.Editor {
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SkeletonAnimation skeletonAnimation;
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GameObject previewGameObject;
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internal bool requiresRefresh;
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#if !(UNITY_2017_4 || UNITY_2018)
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float animationLastTime;
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#endif
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static float CurrentTime { get { return (float)EditorApplication.timeSinceStartup; } }
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Action Repaint;
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public event Action<string> OnSkinChanged;
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@ -742,7 +747,9 @@ namespace Spine.Unity.Editor {
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if (previewRenderUtility == null) {
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previewRenderUtility = new PreviewRenderUtility(true);
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animationLastTime = Time.realtimeSinceStartup;
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#if !(UNITY_2017_4 || UNITY_2018)
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animationLastTime = CurrentTime;
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#endif
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const int PreviewLayer = 30;
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const int PreviewCameraCullingMask = 1 << PreviewLayer;
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@ -770,6 +777,10 @@ namespace Spine.Unity.Editor {
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skeletonAnimation.initialSkinName = skinName;
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skeletonAnimation.LateUpdate();
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previewGameObject.GetComponent<Renderer>().enabled = false;
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#if UNITY_2017_4 || UNITY_2018
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previewRenderUtility.AddSingleGO(previewGameObject);
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#endif
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}
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if (this.ActiveTrack != null) cameraAdjustEndFrame = EditorApplication.timeSinceStartup + skeletonAnimation.AnimationState.GetCurrent(0).Alpha;
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@ -813,6 +824,7 @@ namespace Spine.Unity.Editor {
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previewRenderUtility.BeginStaticPreview(new Rect(0, 0, width, height));
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DoRenderPreview(false);
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var tex = previewRenderUtility.EndStaticPreview();
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return tex;
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}
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@ -825,12 +837,17 @@ namespace Spine.Unity.Editor {
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var renderer = go.GetComponent<Renderer>();
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renderer.enabled = true;
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if (!EditorApplication.isPlaying) {
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skeletonAnimation.Update((Time.realtimeSinceStartup - animationLastTime));
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skeletonAnimation.LateUpdate();
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animationLastTime = Time.realtimeSinceStartup;
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}
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if (!EditorApplication.isPlaying) {
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#if !(UNITY_2017_4 || UNITY_2018)
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float current = CurrentTime;
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float deltaTime = (current - animationLastTime);
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skeletonAnimation.Update(deltaTime);
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animationLastTime = current;
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#endif
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skeletonAnimation.LateUpdate();
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}
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var thisPreviewUtilityCamera = this.PreviewUtilityCamera;
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if (drawHandles) {
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@ -861,7 +878,7 @@ namespace Spine.Unity.Editor {
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if (previewRenderUtility == null)
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return;
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if (EditorApplication.timeSinceStartup < cameraAdjustEndFrame)
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if (CurrentTime < cameraAdjustEndFrame)
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AdjustCameraGoals();
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lastCameraPositionGoal = cameraPositionGoal;
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