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[unity] Fixed compile error on older Unity versions of RenderCombinedMesh. See commit ed75bff.
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@ -31,6 +31,10 @@
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#define NEW_PREFAB_SYSTEM
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#endif
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#if UNITY_2019_3_OR_NEWER
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#define SET_VERTICES_HAS_LENGTH_PARAMETER
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#endif
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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@ -230,10 +234,26 @@ namespace Spine.Unity.Examples {
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}
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Mesh combinedMesh = doubleBufferedMesh.GetNext();
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#if SET_VERTICES_HAS_LENGTH_PARAMETER
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combinedMesh.SetVertices(this.positionBuffer.Items, 0, this.positionBuffer.Count);
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combinedMesh.SetUVs(0, this.uvBuffer.Items, 0, this.uvBuffer.Count);
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combinedMesh.SetColors(this.colorBuffer.Items, 0, this.colorBuffer.Count);
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combinedMesh.SetTriangles(this.indexBuffer.Items, 0, this.indexBuffer.Count, 0);
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#else
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// fill excess with zero positions
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{
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int listCount = this.positionBuffer.Count;
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Vector3[] positionArray = this.positionBuffer.Items;
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int arrayLength = positionArray.Length;
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Vector3 vector3zero = Vector3.zero;
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for (int i = listCount; i < arrayLength; i++)
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positionArray[i] = vector3zero;
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}
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combinedMesh.vertices = this.positionBuffer.Items;
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combinedMesh.uv = this.uvBuffer.Items;
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combinedMesh.colors32 = this.colorBuffer.Items;
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combinedMesh.triangles = this.indexBuffer.Items;
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#endif
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ownMeshFilter.sharedMesh = combinedMesh;
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}
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