优化缩放实现
This commit is contained in:
@@ -115,7 +115,8 @@ namespace SpineViewer.Spine.Implementations.Spine
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var position = Position;
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var flipX = FlipX;
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var flipY = FlipY;
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var savedTrack0 = animationState.GetCurrent(0);
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var animation = CurrentAnimation;
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var skin = CurrentSkin;
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var val = Math.Max(value, SCALE_MIN);
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if (skeletonBinary is not null)
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@@ -138,21 +139,8 @@ namespace SpineViewer.Spine.Implementations.Spine
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Position = position;
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FlipX = flipX;
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FlipY = flipY;
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// 恢复原本 Track0 上所有动画
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if (savedTrack0 is not null)
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{
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var entry = animationState.SetAnimation(0, savedTrack0.Animation.Name, true);
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entry.Time = savedTrack0.Time;
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// 2.1.x 没有提供 Next 访问器,故放弃还原后续动画,问题不大,因为预览画面目前不需要连续播放不同动画,只需要循环同一个动画
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//var savedEntry = savedTrack0.Next;
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//while (savedEntry is not null)
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//{
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// entry = animationState.AddAnimation(0, savedEntry.Animation.Name, true, 0);
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// entry.Time = savedEntry.TrackTime;
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// savedEntry = savedEntry.Next;
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//}
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}
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CurrentAnimation = animation;
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CurrentSkin = skin;
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}
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}
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@@ -193,11 +181,10 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override string CurrentSkin
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{
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get => skeleton.Skin.Name;
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get => skeleton.Skin?.Name ?? "default";
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set
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{
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if (!skinNames.Contains(value))
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return;
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if (!skinNames.Contains(value)) return;
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skeleton.SetSkin(value);
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skeleton.SetToSetupPose();
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Update(0);
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@@ -114,7 +114,8 @@ namespace SpineViewer.Spine.Implementations.Spine
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var position = Position;
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var flipX = FlipX;
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var flipY = FlipY;
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var savedTrack0 = animationState.GetCurrent(0);
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var animation = CurrentAnimation;
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var skin = CurrentSkin;
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var val = Math.Max(value, SCALE_MIN);
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if (skeletonBinary is not null)
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@@ -137,20 +138,8 @@ namespace SpineViewer.Spine.Implementations.Spine
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Position = position;
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FlipX = flipX;
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FlipY = flipY;
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// 恢复原本 Track0 上所有动画
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if (savedTrack0 is not null)
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{
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var entry = animationState.SetAnimation(0, savedTrack0.Animation.Name, true);
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entry.TrackTime = savedTrack0.TrackTime;
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var savedEntry = savedTrack0.Next;
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while (savedEntry is not null)
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{
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entry = animationState.AddAnimation(0, savedEntry.Animation.Name, true, 0);
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entry.TrackTime = savedEntry.TrackTime;
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savedEntry = savedEntry.Next;
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}
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}
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CurrentAnimation = animation;
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CurrentSkin = skin;
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}
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}
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@@ -191,11 +180,10 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override string CurrentSkin
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{
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get => skeleton.Skin.Name;
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get => skeleton.Skin?.Name ?? "default";
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set
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{
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if (!skinNames.Contains(value))
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return;
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if (!skinNames.Contains(value)) return;
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skeleton.SetSkin(value);
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skeleton.SetToSetupPose();
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Update(0);
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@@ -197,11 +197,10 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override string CurrentSkin
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{
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get => skeleton.Skin.Name;
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get => skeleton.Skin?.Name ?? "default";
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set
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{
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if (!skinNames.Contains(value))
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return;
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if (!skinNames.Contains(value)) return;
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skeleton.SetSkin(value);
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skeleton.SetToSetupPose();
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Update(0);
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@@ -100,58 +100,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override float Scale
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{
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get
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{
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if (skeletonBinary is not null)
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return skeletonBinary.Scale;
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else if (skeletonJson is not null)
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return skeletonJson.Scale;
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else
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return 1f;
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}
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get => Math.Abs(skeleton.ScaleX);
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set
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{
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// 保存状态
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var position = Position;
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var flipX = FlipX;
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var flipY = FlipY;
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var savedTrack0 = animationState.GetCurrent(0);
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var val = Math.Max(value, SCALE_MIN);
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if (skeletonBinary is not null)
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{
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skeletonBinary.Scale = val;
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skeletonData = skeletonBinary.ReadSkeletonData(SkelPath);
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}
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else if (skeletonJson is not null)
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{
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skeletonJson.Scale = val;
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skeletonData = skeletonJson.ReadSkeletonData(SkelPath);
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}
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// reload skel-dependent data
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animationStateData = new AnimationStateData(skeletonData) { DefaultMix = animationStateData.DefaultMix };
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skeleton = new Skeleton(skeletonData);
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animationState = new AnimationState(animationStateData);
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// 恢复状态
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Position = position;
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FlipX = flipX;
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FlipY = flipY;
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// 恢复原本 Track0 上所有动画
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if (savedTrack0 is not null)
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{
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var entry = animationState.SetAnimation(0, savedTrack0.Animation.Name, true);
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entry.TrackTime = savedTrack0.TrackTime;
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var savedEntry = savedTrack0.Next;
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while (savedEntry is not null)
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{
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entry = animationState.AddAnimation(0, savedEntry.Animation.Name, true, 0);
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entry.TrackTime = savedEntry.TrackTime;
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savedEntry = savedEntry.Next;
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}
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}
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skeleton.ScaleX = Math.Sign(skeleton.ScaleX) * value;
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skeleton.ScaleY = Math.Sign(skeleton.ScaleY) * value;
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}
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}
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@@ -200,11 +153,10 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override string CurrentSkin
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{
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get => skeleton.Skin.Name;
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get => skeleton.Skin?.Name ?? "default";
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set
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{
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if (!skinNames.Contains(value))
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return;
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if (!skinNames.Contains(value)) return;
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skeleton.SetSkin(value);
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skeleton.SetToSetupPose();
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Update(0);
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@@ -99,58 +99,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override float Scale
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{
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get
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{
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if (skeletonBinary is not null)
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return skeletonBinary.Scale;
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else if (skeletonJson is not null)
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return skeletonJson.Scale;
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else
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return 1f;
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}
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get => Math.Abs(skeleton.ScaleX);
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set
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{
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// 保存状态
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var position = Position;
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var flipX = FlipX;
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var flipY = FlipY;
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var savedTrack0 = animationState.GetCurrent(0);
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var val = Math.Max(value, SCALE_MIN);
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if (skeletonBinary is not null)
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{
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skeletonBinary.Scale = val;
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skeletonData = skeletonBinary.ReadSkeletonData(SkelPath);
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}
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else if (skeletonJson is not null)
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{
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skeletonJson.Scale = val;
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skeletonData = skeletonJson.ReadSkeletonData(SkelPath);
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}
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// reload skel-dependent data
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animationStateData = new AnimationStateData(skeletonData) { DefaultMix = animationStateData.DefaultMix };
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skeleton = new Skeleton(skeletonData);
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animationState = new AnimationState(animationStateData);
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// 恢复状态
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Position = position;
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FlipX = flipX;
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FlipY = flipY;
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// 恢复原本 Track0 上所有动画
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if (savedTrack0 is not null)
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{
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var entry = animationState.SetAnimation(0, savedTrack0.Animation.Name, true);
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entry.TrackTime = savedTrack0.TrackTime;
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var savedEntry = savedTrack0.Next;
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while (savedEntry is not null)
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{
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entry = animationState.AddAnimation(0, savedEntry.Animation.Name, true, 0);
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entry.TrackTime = savedEntry.TrackTime;
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savedEntry = savedEntry.Next;
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}
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}
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skeleton.ScaleX = Math.Sign(skeleton.ScaleX) * value;
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skeleton.ScaleY = Math.Sign(skeleton.ScaleY) * value;
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}
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}
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@@ -199,11 +152,10 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override string CurrentSkin
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{
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get => skeleton.Skin.Name;
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get => skeleton.Skin?.Name ?? "default";
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set
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{
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if (!skinNames.Contains(value))
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return;
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if (!skinNames.Contains(value)) return;
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skeleton.SetSkin(value);
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skeleton.SetToSetupPose();
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Update(0);
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@@ -99,58 +99,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override float Scale
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{
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get
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{
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if (skeletonBinary is not null)
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return skeletonBinary.Scale;
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else if (skeletonJson is not null)
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return skeletonJson.Scale;
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else
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return 1f;
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}
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get => Math.Abs(skeleton.ScaleX);
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set
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{
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// 保存状态
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var position = Position;
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var flipX = FlipX;
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var flipY = FlipY;
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var savedTrack0 = animationState.GetCurrent(0);
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var val = Math.Max(value, SCALE_MIN);
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if (skeletonBinary is not null)
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{
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skeletonBinary.Scale = val;
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skeletonData = skeletonBinary.ReadSkeletonData(SkelPath);
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}
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else if (skeletonJson is not null)
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{
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skeletonJson.Scale = val;
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skeletonData = skeletonJson.ReadSkeletonData(SkelPath);
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}
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// reload skel-dependent data
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animationStateData = new AnimationStateData(skeletonData) { DefaultMix = animationStateData.DefaultMix };
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skeleton = new Skeleton(skeletonData);
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animationState = new AnimationState(animationStateData);
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// 恢复状态
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Position = position;
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FlipX = flipX;
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FlipY = flipY;
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// 恢复原本 Track0 上所有动画
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if (savedTrack0 is not null)
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{
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var entry = animationState.SetAnimation(0, savedTrack0.Animation.Name, true);
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entry.TrackTime = savedTrack0.TrackTime;
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var savedEntry = savedTrack0.Next;
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while (savedEntry is not null)
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{
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entry = animationState.AddAnimation(0, savedEntry.Animation.Name, true, 0);
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entry.TrackTime = savedEntry.TrackTime;
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savedEntry = savedEntry.Next;
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}
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}
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skeleton.ScaleX = Math.Sign(skeleton.ScaleX) * value;
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skeleton.ScaleY = Math.Sign(skeleton.ScaleY) * value;
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}
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}
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@@ -199,11 +152,10 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override string CurrentSkin
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{
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get => skeleton.Skin.Name;
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get => skeleton.Skin?.Name ?? "default";
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set
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{
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if (!skinNames.Contains(value))
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return;
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if (!skinNames.Contains(value)) return;
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skeleton.SetSkin(value);
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skeleton.SetToSetupPose();
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Update(0);
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@@ -99,58 +99,11 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override float Scale
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{
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get
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{
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if (skeletonBinary is not null)
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return skeletonBinary.Scale;
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else if (skeletonJson is not null)
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return skeletonJson.Scale;
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else
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return 1f;
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}
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get => Math.Abs(skeleton.ScaleX);
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set
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{
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// 保存状态
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var position = Position;
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var flipX = FlipX;
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var flipY = FlipY;
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var savedTrack0 = animationState.GetCurrent(0);
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var val = Math.Max(value, SCALE_MIN);
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if (skeletonBinary is not null)
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{
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skeletonBinary.Scale = val;
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skeletonData = skeletonBinary.ReadSkeletonData(SkelPath);
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}
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else if (skeletonJson is not null)
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{
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skeletonJson.Scale = val;
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skeletonData = skeletonJson.ReadSkeletonData(SkelPath);
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}
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// reload skel-dependent data
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animationStateData = new AnimationStateData(skeletonData) { DefaultMix = animationStateData.DefaultMix };
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skeleton = new Skeleton(skeletonData);
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animationState = new AnimationState(animationStateData);
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// 恢复状态
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Position = position;
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FlipX = flipX;
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FlipY = flipY;
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// 恢复原本 Track0 上所有动画
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if (savedTrack0 is not null)
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{
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var entry = animationState.SetAnimation(0, savedTrack0.Animation.Name, true);
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entry.TrackTime = savedTrack0.TrackTime;
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var savedEntry = savedTrack0.Next;
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while (savedEntry is not null)
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{
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entry = animationState.AddAnimation(0, savedEntry.Animation.Name, true, 0);
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entry.TrackTime = savedEntry.TrackTime;
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savedEntry = savedEntry.Next;
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}
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}
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skeleton.ScaleX = Math.Sign(skeleton.ScaleX) * value;
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skeleton.ScaleY = Math.Sign(skeleton.ScaleY) * value;
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}
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}
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@@ -199,11 +152,10 @@ namespace SpineViewer.Spine.Implementations.Spine
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public override string CurrentSkin
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{
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get => skeleton.Skin.Name;
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get => skeleton.Skin?.Name ?? "default";
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set
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{
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if (!skinNames.Contains(value))
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return;
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if (!skinNames.Contains(value)) return;
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skeleton.SetSkin(value);
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skeleton.SetToSetupPose();
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Update(0);
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Block a user