mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-19 16:26:40 +08:00
* [spine-csharp] Ported 3.3 changes of Animation and inner classes. Added MathUtils.Clamp
* [spine-csharp] Ported 3.3 changes of AnimationStateData. Updated .gitignore to exclude .meta files from spine-csharp
* [spine-csharp] Ported 3.3 changes of Bone
* [spine-csharp] Ported 3.3 changes of BoneData
* [spine-csharp] Ported 3.3 changes of Event
* [spine-csharp] Ported 3.3 changes to IKConstraint. Also got rid of the hideous labeled break. Replaced with while and sprinkled continues and break :D
* [spine-csharp] Mario is not good with labeled breaks. Fixed with goto
* [spine-csharp] Ported more 3.3 changes, only SkeletonJson and SkeletonBinary left. Unity runtime also needs updating with new changes
* [spine-csharp] fixed compilation errors initially not reported by Mono CS
* Minor clean up.
Every space has its place.™
* Match csharp 3.3 refactorings.
* [Unity] Minor cleanup in SkeletonBaker.
* Better exception messages.
* Removed extra usings. Matched whitespace style.
* Fixed Bone.cs method PascalCase and xml documentation.
* Fixed Exception ctor arguments.
* Fixed single bone IK mixing.
Matched libgdx commit:
e0ee18a088
* [spine-csharp] Port of 3.3 changes to SkeletonJson, incomplete
* [Unity] Ragdoll: account for shear and new constraints.
* [spine-csharp] Ported 3.3 changes to SkeletonJson
* [spine-csharp] Ported 3.3 changes to SkeletonBinary. Time for testing and debugging
* [spine-csharp] Fixed up XNA runtime
* Added simple example data in new exports/ folder
* [spine-csharp] Fixed bug in Slot construtor, wasn't assigning index. Fixed bug in CurveTimeline, argument guard was wrong. Fixed bugs in SkeletonJson, indexing to get duration of a timeline was wrong. Added simple example to spine-xna for easier debugging
* [spine-csharp] Fixed porting bug in ColorTimeline#apply, indexing was wrong
* [spine-csharp] Fixed SkeletonJson#ReadVertices, calling resize on temp lists was wrong. Updated goblin sample in spine-xna, fixed mesh attachment rendering in spine-xna.
* [spine-xna] Added binary exports, modified XNA game
* [spine-xna] Added tank example
* Some cleanup. Relabeled generic todos.
* Prevent SpineEditorUtilities from orphaning failed instantiations.
* Ignore PathAttachment when checking for required atlas regions.
* [spine-csharp] the great spaces to tabs battle
* [spine-csharp] Fixed inherit deform.
* [spine-csharp] Match Skeleton.java properties and stuff.
* [spine-csharp] Fixed enums, all upper cased now, using Enum.ParseType in case-insensitive mode
* [csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks
* [csharp] Updated README.md
* [xna] [monogame] [unity] Updated README.md
* Revert "[csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks"
This reverts commit 175216868dd00b4ae31cc717022242308c150f6a.
* [csharp] Fix to AttachmentTimeline#apply, fix for the fix for the fix for the revert for the fix
* [csharp] Matched and fixed more comments, summaries, exception messages and formatting.
* [csharp] Fix deformed weighted vertices condition + match libgdx closer.
* [csharp] Use internal ExposedList array for critical methods.
* [csharp] SkeletonJson and SkeletonBinary minor formatting and fixes.
* [unity] Match changes and fixes in spine-csharp 3.3 + better editor messages.
* [unity] Updated sample scenes and files.
* [csharp] Some formatting got left behind.
* [unity] New readme links + Removed redundant info.
* [exports] Remove dummy project.
177 lines
8.1 KiB
C#
177 lines
8.1 KiB
C#
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/*****************************************************************************
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* Spine Attributes created by Mitch Thompson
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* Full irrevocable rights and permissions granted to Esoteric Software
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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namespace Spine.Unity {
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public abstract class SpineAttributeBase : PropertyAttribute {
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public string dataField = "";
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public string startsWith = "";
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}
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public class SpineSlot : SpineAttributeBase {
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public bool containsBoundingBoxes = false;
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/// <summary>
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/// Smart popup menu for Spine Slots
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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/// <param name="containsBoundingBoxes">Disables popup results that don't contain bounding box attachments when true.</param>
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public SpineSlot(string startsWith = "", string dataField = "", bool containsBoundingBoxes = false) {
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this.startsWith = startsWith;
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this.dataField = dataField;
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this.containsBoundingBoxes = containsBoundingBoxes;
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}
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}
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public class SpineEvent : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Events (Spine.EventData)
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives).
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineEvent(string startsWith = "", string dataField = "") {
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this.startsWith = startsWith;
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this.dataField = dataField;
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}
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}
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public class SpineSkin : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Skins
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineSkin(string startsWith = "", string dataField = "") {
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this.startsWith = startsWith;
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this.dataField = dataField;
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}
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}
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public class SpineAnimation : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Animations
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineAnimation(string startsWith = "", string dataField = "") {
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this.startsWith = startsWith;
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this.dataField = dataField;
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}
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}
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public class SpineAttachment : SpineAttributeBase {
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public bool returnAttachmentPath = false;
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public bool currentSkinOnly = false;
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public bool placeholdersOnly = false;
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public string slotField = "";
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/// <summary>
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/// Smart popup menu for Spine Attachments
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/// </summary>
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/// <param name="currentSkinOnly">Filters popup results to only include the current Skin. Only valid when a SkeletonRenderer is the data source.</param>
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/// <param name="returnAttachmentPath">Returns a fully qualified path for an Attachment in the format "Skin/Slot/AttachmentName". This path format is only used by the SpineAttachment helper methods like SpineAttachment.GetAttachment and .GetHierarchy. Do not use full path anywhere else in Spine's system.</param>
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/// <param name="placeholdersOnly">Filters popup results to exclude attachments that are not children of Skin Placeholders</param>
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/// <param name="slotField">If specified, a locally scoped field with the name supplied by in slotField will be used to limit the popup results to children of a named slot</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineAttachment (bool currentSkinOnly = true, bool returnAttachmentPath = false, bool placeholdersOnly = false, string slotField = "", string dataField = "") {
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this.currentSkinOnly = currentSkinOnly;
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this.returnAttachmentPath = returnAttachmentPath;
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this.placeholdersOnly = placeholdersOnly;
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this.slotField = slotField;
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this.dataField = dataField;
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}
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public static SpineAttachment.Hierarchy GetHierarchy (string fullPath) {
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return new SpineAttachment.Hierarchy(fullPath);
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}
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public static Spine.Attachment GetAttachment (string attachmentPath, Spine.SkeletonData skeletonData) {
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var hierarchy = SpineAttachment.GetHierarchy(attachmentPath);
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if (hierarchy.name == "")
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return null;
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return skeletonData.FindSkin(hierarchy.skin).GetAttachment(skeletonData.FindSlotIndex(hierarchy.slot), hierarchy.name);
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}
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public static Spine.Attachment GetAttachment (string attachmentPath, SkeletonDataAsset skeletonDataAsset) {
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return GetAttachment(attachmentPath, skeletonDataAsset.GetSkeletonData(true));
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}
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/// <summary>
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/// A struct that represents 3 strings that help identify and locate an attachment in a skeleton.</summary>
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public struct Hierarchy {
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public string skin;
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public string slot;
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public string name;
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public Hierarchy (string fullPath) {
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string[] chunks = fullPath.Split(new char[]{'/'}, System.StringSplitOptions.RemoveEmptyEntries);
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if (chunks.Length == 0) {
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skin = "";
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slot = "";
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name = "";
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return;
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}
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else if (chunks.Length < 2) {
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throw new System.Exception("Cannot generate Attachment Hierarchy from string! Not enough components! [" + fullPath + "]");
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}
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skin = chunks[0];
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slot = chunks[1];
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name = "";
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for (int i = 2; i < chunks.Length; i++) {
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name += chunks[i];
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}
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}
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}
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}
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public class SpineBone : SpineAttributeBase {
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/// <summary>
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/// Smart popup menu for Spine Bones
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/// </summary>
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/// <param name="startsWith">Filters popup results to elements that begin with supplied string.</param>
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/// <param name="dataField">If specified, a locally scoped field with the name supplied by in dataField will be used to fill the popup results.
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/// Valid types are SkeletonDataAsset and SkeletonRenderer (and derivatives)
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/// If left empty and the script the attribute is applied to is derived from Component, GetComponent<SkeletonRenderer>() will be called as a fallback.
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/// </param>
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public SpineBone(string startsWith = "", string dataField = "") {
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this.startsWith = startsWith;
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this.dataField = dataField;
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}
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public static Spine.Bone GetBone(string boneName, SkeletonRenderer renderer) {
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return renderer.skeleton == null ? null : renderer.skeleton.FindBone(boneName);
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}
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public static Spine.BoneData GetBoneData(string boneName, SkeletonDataAsset skeletonDataAsset) {
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var data = skeletonDataAsset.GetSkeletonData(true);
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return data.FindBone(boneName);
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}
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}
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public class SpineAtlasRegion : PropertyAttribute {
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}
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}
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