修复3.4的附件残留问题
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@@ -181,6 +181,7 @@ namespace Spine
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_skinLoadStatus = other._skinLoadStatus.ToDictionary();
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_skinLoadStatus = other._skinLoadStatus.ToDictionary();
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ReloadSkins();
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ReloadSkins();
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// XXX(#105): 部分 3.4 模型此处可能导致预期外的插槽附件残留
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// 拷贝插槽属性值
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// 拷贝插槽属性值
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for (int i = 0; i < other._skeleton.Slots.Length; i++)
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for (int i = 0; i < other._skeleton.Slots.Length; i++)
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{
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{
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@@ -27,6 +27,12 @@ namespace SpineViewer.Extensions
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t.TrackTime = tr.TrackTime;
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t.TrackTime = tr.TrackTime;
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}
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}
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// XXX(#105): 部分 3.4.02 版本模型在设置动画后出现附件残留, 因此强制进行一次 Setup
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if (spineObject.Version == SpineVersion.V34)
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{
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spineObject.Skeleton.SetSlotsToSetupPose();
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}
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spineObject.Update(0);
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spineObject.Update(0);
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return spineObject;
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return spineObject;
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}
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}
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@@ -531,6 +531,12 @@ namespace SpineViewer.Models
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trackIndex++;
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trackIndex++;
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}
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}
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// XXX(#105): 部分 3.4.02 版本模型在设置动画后出现附件残留, 因此强制进行一次 Setup
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if (_spineObject.Version == SpineVersion.V34)
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{
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_spineObject.Skeleton.SetSlotsToSetupPose();
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}
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SetProperty(_spineObject.DebugTexture, value.DebugTexture, v => _spineObject.DebugTexture = v, nameof(DebugTexture));
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SetProperty(_spineObject.DebugTexture, value.DebugTexture, v => _spineObject.DebugTexture = v, nameof(DebugTexture));
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SetProperty(_spineObject.DebugBounds, value.DebugBounds, v => _spineObject.DebugBounds = v, nameof(DebugBounds));
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SetProperty(_spineObject.DebugBounds, value.DebugBounds, v => _spineObject.DebugBounds = v, nameof(DebugBounds));
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SetProperty(_spineObject.DebugBones, value.DebugBones, v => _spineObject.DebugBones = v, nameof(DebugBones));
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SetProperty(_spineObject.DebugBones, value.DebugBones, v => _spineObject.DebugBones = v, nameof(DebugBones));
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