增加皮肤和插槽的全部启用禁用菜单项
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@@ -346,6 +346,18 @@ namespace SpineViewer.ViewModels.MainWindow
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);
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private RelayCommand<IList?> _cmd_DisableSkins;
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public RelayCommand Cmd_EnableAllSkins => _cmd_EnableAllSkins ??= new(
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() => { if (_skins.Count <= 0) return; foreach (var s in _skins) s.Status = true; },
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() => { return _skins.Count > 0; }
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);
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private RelayCommand _cmd_EnableAllSkins;
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public RelayCommand Cmd_DisableAllSkins => _cmd_DisableAllSkins ??= new(
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() => { if (_skins.Count <= 0) return; foreach (var s in _skins) s.Status = false; },
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() => { return _skins.Count > 0; }
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);
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private RelayCommand _cmd_DisableAllSkins;
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public ObservableCollection<SlotViewModel> Slots => _slots;
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public RelayCommand<IList?> Cmd_EnableSlots => _cmd_EnableSlots ??= new (
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@@ -360,6 +372,18 @@ namespace SpineViewer.ViewModels.MainWindow
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);
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private RelayCommand<IList?> _cmd_DisableSlots;
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public RelayCommand Cmd_EnableAllSlots => _cmd_EnableAllSlots ??= new(
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() => { if (_slots.Count <= 0) return; foreach (var s in _slots) s.Visible = true; },
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() => { return _slots.Count > 0; }
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);
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private RelayCommand _cmd_EnableAllSlots;
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public RelayCommand Cmd_DisableAllSlots => _cmd_DisableAllSlots ??= new(
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() => { if (_slots.Count <= 0) return; foreach (var s in _slots) s.Visible = false; },
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() => { return _slots.Count > 0; }
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);
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private RelayCommand _cmd_DisableAllSlots;
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public ObservableCollection<AnimationTrackViewModel> AnimationTracks => _animationTracks;
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public RelayCommand Cmd_AppendTrack => _cmd_AppendTrack ??= new(
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