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[unity] SkeletonAnimator optional autoreset.
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@ -39,6 +39,7 @@ namespace Spine.Unity {
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public enum MixMode { AlwaysMix, MixNext, SpineStyle }
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public MixMode[] layerMixModes = new MixMode[0];
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public bool autoReset = false;
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#region Bone Callbacks (ISkeletonAnimation)
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protected event UpdateBonesDelegate _UpdateLocal;
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@ -88,6 +89,39 @@ namespace Spine.Unity {
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//skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.5).
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// Clear Previous
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if (autoReset)
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{
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for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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float layerWeight = animator.GetLayerWeight(layer);
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if (layerWeight <= 0) continue;
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AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
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#if UNITY_5
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bool hasNext = nextStateInfo.fullPathHash != 0;
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AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
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AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
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#else
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bool hasNext = nextStateInfo.nameHash != 0;
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var clipInfo = animator.GetCurrentAnimationClipState(i);
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var nextClipInfo = animator.GetNextAnimationClipState(i);
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#endif
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for (int c = 0; c < clipInfo.Length; c++) {
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var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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animationTable[NameHashCode(info.clip)].SetKeyedItemsToSetupPose(skeleton);
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}
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if (hasNext) {
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for (int c = 0; c < nextClipInfo.Length; c++) {
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var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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animationTable[NameHashCode(info.clip)].SetKeyedItemsToSetupPose(skeleton);
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}
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}
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}
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}
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// Apply
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for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer);
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