mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
fixed frontFacing stuff
This commit is contained in:
parent
3347ffcf86
commit
dcab4d975b
@ -183,15 +183,25 @@ public class SkeletonRenderer : MonoBehaviour {
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ExposedList<int> attachmentsTriangleCountTemp = lastState.attachmentsTriangleCountTemp;
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ExposedList<int> attachmentsTriangleCountTemp = lastState.attachmentsTriangleCountTemp;
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attachmentsTriangleCountTemp.GrowIfNeeded(drawOrderCount);
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attachmentsTriangleCountTemp.GrowIfNeeded(drawOrderCount);
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attachmentsTriangleCountTemp.Count = drawOrderCount;
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attachmentsTriangleCountTemp.Count = drawOrderCount;
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ExposedList<bool> attachmentsFlipStateTemp = lastState.attachmentsFlipStateTemp;
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attachmentsFlipStateTemp.GrowIfNeeded(drawOrderCount);
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attachmentsFlipStateTemp.Count = drawOrderCount;
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ExposedList<LastState.AddSubmeshArguments> addSubmeshArgumentsTemp = lastState.addSubmeshArgumentsTemp;
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ExposedList<LastState.AddSubmeshArguments> addSubmeshArgumentsTemp = lastState.addSubmeshArgumentsTemp;
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addSubmeshArgumentsTemp.Clear(false);
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addSubmeshArgumentsTemp.Clear(false);
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for (int i = 0; i < drawOrderCount; i++) {
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for (int i = 0; i < drawOrderCount; i++) {
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Slot slot = drawOrder.Items[i];
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Slot slot = drawOrder.Items[i];
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Bone bone = slot.bone;
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Attachment attachment = slot.attachment;
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Attachment attachment = slot.attachment;
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object rendererObject;
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object rendererObject;
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int attachmentVertexCount, attachmentTriangleCount;
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int attachmentVertexCount, attachmentTriangleCount;
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bool worldScaleXIsPositive = bone.worldScaleX >= 0f;
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bool worldScaleYIsPositive = bone.worldScaleY >= 0f;
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bool worldScaleIsSameSigns = (worldScaleXIsPositive && worldScaleYIsPositive) ||
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(!worldScaleXIsPositive && !worldScaleYIsPositive);
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bool flip = frontFacing && ((bone.worldFlipX != bone.worldFlipY) == worldScaleIsSameSigns);
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attachmentsFlipStateTemp.Items[i] = flip;
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attachmentsTriangleCountTemp.Items[i] = -1;
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attachmentsTriangleCountTemp.Items[i] = -1;
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RegionAttachment regionAttachment = attachment as RegionAttachment;
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RegionAttachment regionAttachment = attachment as RegionAttachment;
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@ -240,7 +250,7 @@ public class SkeletonRenderer : MonoBehaviour {
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new LastState.AddSubmeshArguments(lastMaterial, submeshStartSlotIndex, drawOrderCount, submeshTriangleCount, submeshFirstVertex, true)
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new LastState.AddSubmeshArguments(lastMaterial, submeshStartSlotIndex, drawOrderCount, submeshTriangleCount, submeshFirstVertex, true)
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);
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);
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bool mustUpdateMeshStructure = MustUpdateMeshStructure(attachmentsTriangleCountTemp, addSubmeshArgumentsTemp);
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bool mustUpdateMeshStructure = CheckIfMustUpdateMeshStructure(attachmentsTriangleCountTemp, attachmentsFlipStateTemp, addSubmeshArgumentsTemp);
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if (mustUpdateMeshStructure) {
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if (mustUpdateMeshStructure) {
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submeshMaterials.Clear();
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submeshMaterials.Clear();
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for (int i = 0, n = addSubmeshArgumentsTemp.Count; i < n; i++) {
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for (int i = 0, n = addSubmeshArgumentsTemp.Count; i < n; i++) {
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@ -251,7 +261,8 @@ public class SkeletonRenderer : MonoBehaviour {
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arguments.endSlot,
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arguments.endSlot,
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arguments.triangleCount,
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arguments.triangleCount,
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arguments.firstVertex,
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arguments.firstVertex,
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arguments.lastSubmesh
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arguments.lastSubmesh,
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attachmentsFlipStateTemp
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);
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);
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}
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}
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@ -487,38 +498,39 @@ public class SkeletonRenderer : MonoBehaviour {
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}
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}
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// Update previous state
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// Update previous state
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ExposedList<int> attachmentsTriangleCountCurrentMesh =
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ExposedList<int> attachmentsTriangleCountCurrentMesh;
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useMesh1 ?
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ExposedList<bool> attachmentsFlipStateCurrentMesh;
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lastState.attachmentsTriangleCountMesh1 :
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ExposedList<LastState.AddSubmeshArguments> addSubmeshArgumentsCurrentMesh;
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lastState.attachmentsTriangleCountMesh2;
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if (useMesh1) {
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ExposedList<LastState.AddSubmeshArguments> addSubmeshArgumentsCurrentMesh =
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attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh1;
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useMesh1 ?
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addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh1;
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lastState.addSubmeshArgumentsMesh1 :
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attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh1;
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lastState.addSubmeshArgumentsMesh2;
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lastState.immutableTrianglesMesh1 = immutableTriangles;
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} else {
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attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh2;
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addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh2;
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attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh2;
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lastState.immutableTrianglesMesh2 = immutableTriangles;
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}
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attachmentsTriangleCountCurrentMesh.GrowIfNeeded(attachmentsTriangleCountTemp.Capacity);
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attachmentsTriangleCountCurrentMesh.GrowIfNeeded(attachmentsTriangleCountTemp.Capacity);
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attachmentsTriangleCountCurrentMesh.Count = attachmentsTriangleCountTemp.Count;
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attachmentsTriangleCountCurrentMesh.Count = attachmentsTriangleCountTemp.Count;
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attachmentsTriangleCountTemp.CopyTo(attachmentsTriangleCountCurrentMesh.Items, 0);
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attachmentsTriangleCountTemp.CopyTo(attachmentsTriangleCountCurrentMesh.Items, 0);
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attachmentsFlipStateCurrentMesh.GrowIfNeeded(attachmentsFlipStateTemp.Capacity);
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attachmentsFlipStateCurrentMesh.Count = attachmentsFlipStateTemp.Count;
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attachmentsFlipStateTemp.CopyTo(attachmentsFlipStateCurrentMesh.Items, 0);
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addSubmeshArgumentsCurrentMesh.GrowIfNeeded(addSubmeshArgumentsTemp.Count);
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addSubmeshArgumentsCurrentMesh.GrowIfNeeded(addSubmeshArgumentsTemp.Count);
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addSubmeshArgumentsCurrentMesh.Count = addSubmeshArgumentsTemp.Count;
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addSubmeshArgumentsCurrentMesh.Count = addSubmeshArgumentsTemp.Count;
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addSubmeshArgumentsTemp.CopyTo(addSubmeshArgumentsCurrentMesh.Items);
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addSubmeshArgumentsTemp.CopyTo(addSubmeshArgumentsCurrentMesh.Items);
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if (useMesh1) {
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lastState.frontFacingMesh1 = frontFacing;
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lastState.immutableTrianglesMesh1 = immutableTriangles;
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} else {
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lastState.frontFacingMesh2 = frontFacing;
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lastState.immutableTrianglesMesh2 = immutableTriangles;
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}
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useMesh1 = !useMesh1;
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useMesh1 = !useMesh1;
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}
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}
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private bool MustUpdateMeshStructure(ExposedList<int> attachmentsTriangleCountTemp, ExposedList<LastState.AddSubmeshArguments> addSubmeshArgumentsTemp) {
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private bool CheckIfMustUpdateMeshStructure(ExposedList<int> attachmentsTriangleCountTemp, ExposedList<bool> attachmentsFlipStateTemp, ExposedList<LastState.AddSubmeshArguments> addSubmeshArgumentsTemp) {
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// Check if any mesh settings were changed
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// Check if any mesh settings were changed
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bool mustUpdateMeshStructure =
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bool mustUpdateMeshStructure =
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frontFacing != (useMesh1 ? lastState.frontFacingMesh1 : lastState.frontFacingMesh2) ||
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immutableTriangles != (useMesh1 ? lastState.immutableTrianglesMesh1 : lastState.immutableTrianglesMesh2);
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immutableTriangles != (useMesh1 ? lastState.immutableTrianglesMesh1 : lastState.immutableTrianglesMesh2);
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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mustUpdateMeshStructure |= !Application.isPlaying;
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mustUpdateMeshStructure |= !Application.isPlaying;
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@ -529,14 +541,18 @@ public class SkeletonRenderer : MonoBehaviour {
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// Check if any attachments were enabled/disabled
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// Check if any attachments were enabled/disabled
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// or submesh structures has changed
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// or submesh structures has changed
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ExposedList<int> attachmentsTriangleCountCurrentMesh =
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ExposedList<int> attachmentsTriangleCountCurrentMesh;
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useMesh1 ?
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ExposedList<bool> attachmentsFlipStateCurrentMesh;
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lastState.attachmentsTriangleCountMesh1 :
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ExposedList<LastState.AddSubmeshArguments> addSubmeshArgumentsCurrentMesh;
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lastState.attachmentsTriangleCountMesh2;
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if (useMesh1) {
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ExposedList<LastState.AddSubmeshArguments> addSubmeshArgumentsCurrentMesh =
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attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh1;
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useMesh1 ?
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addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh1;
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lastState.addSubmeshArgumentsMesh1 :
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attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh1;
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lastState.addSubmeshArgumentsMesh2;
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} else {
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attachmentsTriangleCountCurrentMesh = lastState.attachmentsTriangleCountMesh2;
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addSubmeshArgumentsCurrentMesh = lastState.addSubmeshArgumentsMesh2;
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attachmentsFlipStateCurrentMesh = lastState.attachmentsFlipStateMesh2;
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}
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// Check attachments
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// Check attachments
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int attachmentCount = attachmentsTriangleCountTemp.Count;
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int attachmentCount = attachmentsTriangleCountTemp.Count;
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@ -548,6 +564,12 @@ public class SkeletonRenderer : MonoBehaviour {
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return true;
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return true;
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}
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}
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// Check flip state
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for (int i = 0; i < attachmentCount; i++) {
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if (attachmentsFlipStateCurrentMesh.Items[i] != attachmentsFlipStateTemp.Items[i])
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return true;
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}
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// Check submeshes
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// Check submeshes
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int submeshCount = addSubmeshArgumentsTemp.Count;
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int submeshCount = addSubmeshArgumentsTemp.Count;
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if (addSubmeshArgumentsCurrentMesh.Count != submeshCount)
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if (addSubmeshArgumentsCurrentMesh.Count != submeshCount)
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@ -562,7 +584,7 @@ public class SkeletonRenderer : MonoBehaviour {
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}
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}
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/** Stores vertices and triangles for a single material. */
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/** Stores vertices and triangles for a single material. */
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private void AddSubmesh (Material material, int startSlot, int endSlot, int triangleCount, int firstVertex, bool lastSubmesh) {
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private void AddSubmesh (Material material, int startSlot, int endSlot, int triangleCount, int firstVertex, bool lastSubmesh, ExposedList<bool> flipStates) {
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int submeshIndex = submeshMaterials.Count;
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int submeshIndex = submeshMaterials.Count;
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submeshMaterials.Add(material);
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submeshMaterials.Add(material);
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@ -611,11 +633,7 @@ public class SkeletonRenderer : MonoBehaviour {
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Attachment attachment = slot.attachment;
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Attachment attachment = slot.attachment;
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Bone bone = slot.bone;
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Bone bone = slot.bone;
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bool worldScaleXIsPositive = bone.worldScaleX >= 0f;
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bool flip = flipStates.Items[i];
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bool worldScaleYIsPositive = bone.worldScaleY >= 0f;
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bool worldScaleIsSameSigns = (worldScaleXIsPositive && worldScaleYIsPositive) ||
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(!worldScaleXIsPositive && !worldScaleYIsPositive);
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bool flip = frontFacing && ((bone.worldFlipX != bone.worldFlipY) != worldScaleIsSameSigns);
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if (attachment is RegionAttachment) {
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if (attachment is RegionAttachment) {
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if (!flip) {
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if (!flip) {
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@ -686,11 +704,12 @@ public class SkeletonRenderer : MonoBehaviour {
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#endif
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#endif
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private class LastState {
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private class LastState {
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public bool frontFacingMesh1;
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public bool frontFacingMesh2;
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public bool immutableTrianglesMesh1;
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public bool immutableTrianglesMesh1;
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public bool immutableTrianglesMesh2;
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public bool immutableTrianglesMesh2;
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public int vertexCount;
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public int vertexCount;
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public readonly ExposedList<bool> attachmentsFlipStateTemp = new ExposedList<bool>();
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public readonly ExposedList<bool> attachmentsFlipStateMesh1 = new ExposedList<bool>();
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public readonly ExposedList<bool> attachmentsFlipStateMesh2 = new ExposedList<bool>();
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public readonly ExposedList<int> attachmentsTriangleCountTemp = new ExposedList<int>();
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public readonly ExposedList<int> attachmentsTriangleCountTemp = new ExposedList<int>();
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public readonly ExposedList<int> attachmentsTriangleCountMesh1 = new ExposedList<int>();
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public readonly ExposedList<int> attachmentsTriangleCountMesh1 = new ExposedList<int>();
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public readonly ExposedList<int> attachmentsTriangleCountMesh2 = new ExposedList<int>();
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public readonly ExposedList<int> attachmentsTriangleCountMesh2 = new ExposedList<int>();
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