改善动画边界检测
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@@ -222,10 +222,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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tmpSkeleton.Update(0);
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tmpSkeleton.UpdateWorldTransform();
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// 按 10 帧每秒计算边框
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// 按 100 帧每秒计算边框
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var bounds = getCurrentBounds();
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float[] _ = [];
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for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
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for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
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{
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tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h);
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bounds = bounds.Union(new(x, y, w, h));
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@@ -222,10 +222,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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tmpSkeleton.Update(0);
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tmpSkeleton.UpdateWorldTransform();
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// 按 10 帧每秒计算边框
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// 按 100 帧每秒计算边框
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var bounds = getCurrentBounds();
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float[] _ = [];
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for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
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for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
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{
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tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
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bounds = bounds.Union(new(x, y, w, h));
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@@ -219,10 +219,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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tmpSkeleton.Update(0);
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tmpSkeleton.UpdateWorldTransform();
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// 按 10 帧每秒计算边框
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// 按 100 帧每秒计算边框
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var bounds = getCurrentBounds();
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float[] _ = [];
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for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
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for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
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{
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tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
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bounds = bounds.Union(new(x, y, w, h));
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@@ -217,10 +217,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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tmpSkeleton.Update(0);
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tmpSkeleton.UpdateWorldTransform();
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// 按 10 帧每秒计算边框
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// 按 100 帧每秒计算边框
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var bounds = getCurrentBounds();
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float[] _ = [];
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for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
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for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
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{
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tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
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bounds = bounds.Union(new(x, y, w, h));
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@@ -216,10 +216,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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tmpSkeleton.Update(0);
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tmpSkeleton.UpdateWorldTransform();
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// 按 10 帧每秒计算边框
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// 按 100 帧每秒计算边框
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var bounds = getCurrentBounds();
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float[] _ = [];
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for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
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for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
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{
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tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
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bounds = bounds.Union(new(x, y, w, h));
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@@ -216,10 +216,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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//tmpSkeleton.Update(0);
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tmpSkeleton.UpdateWorldTransform();
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// 按 10 帧每秒计算边框
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// 按 100 帧每秒计算边框
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var bounds = getCurrentBounds();
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float[] _ = [];
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for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
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for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
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{
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tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
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bounds = bounds.Union(new(x, y, w, h));
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@@ -216,10 +216,10 @@ namespace SpineViewer.Spine.Implementations.SpineObject
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tmpSkeleton.Update(0);
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tmpSkeleton.UpdateWorldTransform(Skeleton.Physics.Update);
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// 按 10 帧每秒计算边框
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// 按 100 帧每秒计算边框
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var bounds = getCurrentBounds();
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float[] _ = [];
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for (float tick = 0, delta = 0.1f; tick < maxDuration; tick += delta)
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for (float tick = 0, delta = 0.01f; tick < maxDuration; tick += delta)
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{
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tmpSkeleton.GetBounds(out var x, out var y, out var w, out var h, ref _);
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bounds = bounds.Union(new(x, y, w, h));
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