/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections.Generic;
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namespace Spine.Unity {
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[RequireComponent(typeof(Animator))]
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public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
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public enum MixMode { AlwaysMix, MixNext, SpineStyle }
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public MixMode[] layerMixModes = new MixMode[0];
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public bool autoReset = false;
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List<Animation> previousAnimations = new List<Animation>();
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#region Bone Callbacks (ISkeletonAnimation)
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protected event UpdateBonesDelegate _UpdateLocal;
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protected event UpdateBonesDelegate _UpdateWorld;
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protected event UpdateBonesDelegate _UpdateComplete;
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/// <summary>
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/// Occurs after the animations are applied and before world space values are resolved.
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/// Use this callback when you want to set bone local values.</summary>
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public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Using this callback will cause the world space values to be solved an extra time.
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/// Use this callback if want to use bone world space values, and also set bone local values.</summary>
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public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
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/// This callback can also be used when setting world position and the bone matrix.</summary>
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public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
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#endregion
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readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>();
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readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>();
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Animator animator;
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public override void Initialize (bool overwrite) {
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if (valid && !overwrite) return;
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base.Initialize(overwrite);
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if (!valid) return;
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animationTable.Clear();
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clipNameHashCodeTable.Clear();
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animator = GetComponent<Animator>();
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var data = skeletonDataAsset.GetSkeletonData(true);
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foreach (var a in data.Animations)
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animationTable.Add(a.Name.GetHashCode(), a);
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}
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void Update () {
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if (!valid) return;
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if (layerMixModes.Length < animator.layerCount)
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System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
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//skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.5).
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// Clear Previous
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if (autoReset) {
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var previousAnimations = this.previousAnimations;
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for (int i = 0, n = previousAnimations.Count; i < n; i++)
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previousAnimations[i].SetKeyedItemsToSetupPose(skeleton);
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previousAnimations.Clear();
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for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
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if (layerWeight <= 0) continue;
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AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
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bool hasNext = nextStateInfo.fullPathHash != 0;
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AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
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AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
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for (int c = 0; c < clipInfo.Length; c++) {
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var info = clipInfo[c];
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float weight = info.weight * layerWeight; if (weight == 0) continue;
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previousAnimations.Add(animationTable[NameHashCode(info.clip)]);
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}
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if (hasNext) {
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for (int c = 0; c < nextClipInfo.Length; c++) {
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var info = nextClipInfo[c];
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float weight = info.weight * layerWeight; if (weight == 0) continue;
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previousAnimations.Add(animationTable[NameHashCode(info.clip)]);
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}
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}
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}
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}
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// Apply
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for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
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AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layer);
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AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
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bool hasNext = nextStateInfo.fullPathHash != 0;
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AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
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AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
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// UNITY 4
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// bool hasNext = nextStateInfo.nameHash != 0;
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// var clipInfo = animator.GetCurrentAnimationClipState(i);
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// var nextClipInfo = animator.GetNextAnimationClipState(i);
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MixMode mode = layerMixModes[layer];
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if (mode == MixMode.AlwaysMix) {
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// Always use Mix instead of Applying the first non-zero weighted clip.
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for (int c = 0; c < clipInfo.Length; c++) {
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var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop), stateInfo.loop, null, weight, false, false);
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}
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if (hasNext) {
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for (int c = 0; c < nextClipInfo.Length; c++) {
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var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, nextStateInfo.normalizedTime * info.clip.length, nextStateInfo.loop, null, weight, false, false);
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}
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}
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} else { // case MixNext || SpineStyle
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// Apply first non-zero weighted clip
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int c = 0;
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for (; c < clipInfo.Length; c++) {
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var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop), stateInfo.loop, null, 1f, false, false);
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break;
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}
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// Mix the rest
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for (; c < clipInfo.Length; c++) {
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var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop), stateInfo.loop, null, weight, false, false);
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}
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c = 0;
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if (hasNext) {
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// Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
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if (mode == MixMode.SpineStyle) {
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for (; c < nextClipInfo.Length; c++) {
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var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, nextStateInfo.normalizedTime * info.clip.length, nextStateInfo.loop, null, 1f, false, false);
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break;
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}
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}
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// Mix the rest
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for (; c < nextClipInfo.Length; c++) {
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var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, nextStateInfo.normalizedTime * info.clip.length, nextStateInfo.loop, null, weight, false, false);
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}
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}
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}
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}
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// UpdateWorldTransform and Bone Callbacks
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{
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if (_UpdateLocal != null)
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_UpdateLocal(this);
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skeleton.UpdateWorldTransform();
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if (_UpdateWorld != null) {
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_UpdateWorld(this);
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skeleton.UpdateWorldTransform();
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}
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if (_UpdateComplete != null)
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_UpdateComplete(this);
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}
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}
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static float AnimationTime (float normalizedTime, float clipLength, bool loop) {
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float time = normalizedTime * clipLength;
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if (loop) return time;
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const float EndSnapEpsilon = 1f/30f; // Workaround for end-duration keys not being applied.
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return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength;
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}
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int NameHashCode (AnimationClip clip) {
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int clipNameHashCode;
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if (!clipNameHashCodeTable.TryGetValue(clip, out clipNameHashCode)) {
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clipNameHashCode = clip.name.GetHashCode();
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clipNameHashCodeTable.Add(clip, clipNameHashCode);
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}
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return clipNameHashCode;
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}
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}
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}
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