imp v34 & v35
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@@ -44,8 +44,8 @@ namespace SpineRuntime34 {
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internal Skin skin;
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internal float r = 1, g = 1, b = 1, a = 1;
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internal float time;
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internal bool flipX, flipY;
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internal float x, y;
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internal float scaleX = 1, scaleY = 1;
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internal float x, y;
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public SkeletonData Data { get { return data; } }
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public ExposedList<Bone> Bones { get { return bones; } }
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@@ -63,10 +63,16 @@ namespace SpineRuntime34 {
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public float Time { get { return time; } set { time = value; } }
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public float X { get { return x; } set { x = value; } }
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public float Y { get { return y; } set { y = value; } }
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public bool FlipX { get { return flipX; } set { flipX = value; } }
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public bool FlipY { get { return flipY; } set { flipY = value; } }
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public float ScaleX { get { return scaleX; } set { scaleX = value; } }
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public float ScaleY { get { return scaleY; } set { scaleY = value; } }
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public Bone RootBone {
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[Obsolete("Use ScaleX instead. FlipX is when ScaleX is negative.")]
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public bool FlipX { get { return scaleX < 0; } set { scaleX = value ? -1f : 1f; } }
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[Obsolete("Use ScaleY instead. FlipY is when ScaleY is negative.")]
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public bool FlipY { get { return scaleY < 0; } set { scaleY = value ? -1f : 1f; } }
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public Bone RootBone {
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get { return bones.Count == 0 ? null : bones.Items[0]; }
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}
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@@ -453,5 +459,50 @@ namespace SpineRuntime34 {
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public void Update (float delta) {
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time += delta;
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}
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}
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public void GetBounds(out float x, out float y, out float width, out float height)
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{
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float[] temp = new float[8];
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float minX = int.MaxValue, minY = int.MaxValue, maxX = int.MinValue, maxY = int.MinValue;
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for (int i = 0, n = drawOrder.Count; i < n; i++)
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{
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Slot slot = drawOrder.Items[i];
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int verticesLength = 0;
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float[] vertices = null;
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Attachment attachment = slot.Attachment;
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if (attachment is RegionAttachment regionAttachment)
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{
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verticesLength = 8;
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vertices = temp;
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if (vertices.Length < 8) vertices = temp = new float[8];
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regionAttachment.ComputeWorldVertices(slot.Bone, temp);
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}
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else if (attachment is MeshAttachment meshAttachment)
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{
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MeshAttachment mesh = meshAttachment;
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verticesLength = mesh.Vertices.Length;
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vertices = temp;
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if (vertices.Length < verticesLength) vertices = temp = new float[verticesLength];
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mesh.ComputeWorldVertices(slot, temp);
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}
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if (vertices != null)
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{
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for (int ii = 0; ii < verticesLength; ii += 2)
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{
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float vx = vertices[ii], vy = vertices[ii + 1];
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minX = Math.Min(minX, vx);
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minY = Math.Min(minY, vy);
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maxX = Math.Max(maxX, vx);
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maxY = Math.Max(maxY, vy);
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}
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}
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}
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x = minX;
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y = minY;
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width = maxX - minX;
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height = maxY - minY;
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}
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}
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}
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