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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Fix SkeletonDataAssetInspector GUILayout
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@ -132,7 +132,10 @@ namespace Spine.Unity.Editor {
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return;
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return;
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}
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}
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}
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}
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// Some code depends on the existence of m_skeletonAnimation instance.
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// If m_skeletonAnimation is lazy-instantiated elsewhere, this can cause contents to change between Layout and Repaint events, causing GUILayout control count errors.
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InitPreview();
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if (m_skeletonData != null) {
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if (m_skeletonData != null) {
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DrawAnimationStateInfo();
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DrawAnimationStateInfo();
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DrawAnimationList();
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DrawAnimationList();
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@ -229,10 +232,6 @@ namespace Spine.Unity.Editor {
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using (new GUILayout.HorizontalScope()) {
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using (new GUILayout.HorizontalScope()) {
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if (GUILayout.Button(new GUIContent("Bake All Skins", SpineEditorUtilities.Icons.unityIcon), GUILayout.Height(32), GUILayout.Width(150)))
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if (GUILayout.Button(new GUIContent("Bake All Skins", SpineEditorUtilities.Icons.unityIcon), GUILayout.Height(32), GUILayout.Width(150)))
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SkeletonBaker.BakeToPrefab(m_skeletonDataAsset, m_skeletonData.Skins, "", bakeAnimations, bakeIK, bakeEventOptions);
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SkeletonBaker.BakeToPrefab(m_skeletonDataAsset, m_skeletonData.Skins, "", bakeAnimations, bakeIK, bakeEventOptions);
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// If m_skeletonAnimation is lazy-instantiated elsewhere, this can cause contents to change between Layout and Repaint events, causing scope errors.
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if (m_skeletonData != null && m_skeletonAnimation == null)
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InitPreview();
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if (m_skeletonAnimation != null && m_skeletonAnimation.skeleton != null) {
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if (m_skeletonAnimation != null && m_skeletonAnimation.skeleton != null) {
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Skin bakeSkin = m_skeletonAnimation.skeleton.Skin;
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Skin bakeSkin = m_skeletonAnimation.skeleton.Skin;
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