/******************************************************************************
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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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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using Spine;
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namespace Spine.Unity {
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/// <summary>Loads and stores a Spine atlas and list of materials.</summary>
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public class AtlasAsset : ScriptableObject {
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public TextAsset atlasFile;
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public Material[] materials;
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protected Atlas atlas;
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public bool IsLoaded { get { return this.atlas != null; } }
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#region Runtime Instantiation
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/// <summary>
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/// Creates a runtime AtlasAsset</summary>
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public static AtlasAsset CreateRuntimeInstance (TextAsset atlasText, Material[] materials, bool initialize) {
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AtlasAsset atlasAsset = ScriptableObject.CreateInstance<AtlasAsset>();
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atlasAsset.Reset();
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atlasAsset.atlasFile = atlasText;
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atlasAsset.materials = materials;
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if (initialize)
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atlasAsset.GetAtlas();
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return atlasAsset;
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}
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/// <summary>
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/// Creates a runtime AtlasAsset. Only providing the textures is slower because it has to search for atlas page matches. <seealso cref="Spine.Unity.AtlasAsset.CreateRuntimeInstance(TextAsset, Material[], bool)"/></summary>
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public static AtlasAsset CreateRuntimeInstance (TextAsset atlasText, Texture2D[] textures, Shader shader, bool initialize) {
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if (shader == null)
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shader = Shader.Find("Spine/Skeleton");
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// Get atlas page names.
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string atlasString = atlasText.text;
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atlasString = atlasString.Replace("\r", "");
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string[] atlasLines = atlasString.Split('\n');
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var pages = new List<string>();
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for (int i = 0; i < atlasLines.Length - 1; i++) {
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if (atlasLines[i].Trim().Length == 0)
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pages.Add(atlasLines[i + 1].Trim().Replace(".png", ""));
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}
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// Populate Materials[] by matching texture names with page names.
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var materials = new Material[pages.Count];
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for (int i = 0, n = pages.Count; i < n; i++) {
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Material mat = null;
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// Search for a match.
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string pageName = pages[i];
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for (int j = 0, m = textures.Length; j < m; j++) {
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if (string.Equals(pageName, textures[j].name, System.StringComparison.OrdinalIgnoreCase)) {
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// Match found.
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mat = new Material(shader);
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mat.mainTexture = textures[j];
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break;
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}
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}
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if (mat != null)
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materials[i] = mat;
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else
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throw new ArgumentException("Could not find matching atlas page in the texture array.");
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}
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// Create AtlasAsset normally
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return CreateRuntimeInstance(atlasText, materials, initialize);
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}
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#endregion
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void Reset () {
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Clear();
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}
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public virtual void Clear () {
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atlas = null;
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}
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/// <returns>The atlas or null if it could not be loaded.</returns>
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public virtual Atlas GetAtlas () {
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if (atlasFile == null) {
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Debug.LogError("Atlas file not set for atlas asset: " + name, this);
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Clear();
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return null;
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}
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if (materials == null || materials.Length == 0) {
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Debug.LogError("Materials not set for atlas asset: " + name, this);
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Clear();
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return null;
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}
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if (atlas != null) return atlas;
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try {
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atlas = new Atlas(new StringReader(atlasFile.text), "", new MaterialsTextureLoader(this));
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atlas.FlipV();
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return atlas;
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} catch (Exception ex) {
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Debug.LogError("Error reading atlas file for atlas asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
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return null;
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}
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}
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public Mesh GenerateMesh (string name, Mesh mesh, out Material material, float scale = 0.01f) {
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AtlasRegion region = atlas.FindRegion(name);
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material = null;
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if (region != null) {
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if (mesh == null) {
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mesh = new Mesh();
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mesh.name = name;
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}
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Vector3[] verts = new Vector3[4];
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Vector2[] uvs = new Vector2[4];
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Color[] colors = { Color.white, Color.white, Color.white, Color.white };
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int[] triangles = { 0, 1, 2, 2, 3, 0 };
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float left, right, top, bottom;
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left = region.width / -2f;
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right = left * -1f;
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top = region.height / 2f;
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bottom = top * -1;
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verts[0] = new Vector3(left, bottom, 0) * scale;
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verts[1] = new Vector3(left, top, 0) * scale;
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verts[2] = new Vector3(right, top, 0) * scale;
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verts[3] = new Vector3(right, bottom, 0) * scale;
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float u, v, u2, v2;
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u = region.u;
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v = region.v;
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u2 = region.u2;
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v2 = region.v2;
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if (!region.rotate) {
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uvs[0] = new Vector2(u, v2);
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uvs[1] = new Vector2(u, v);
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uvs[2] = new Vector2(u2, v);
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uvs[3] = new Vector2(u2, v2);
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} else {
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uvs[0] = new Vector2(u2, v2);
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uvs[1] = new Vector2(u, v2);
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uvs[2] = new Vector2(u, v);
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uvs[3] = new Vector2(u2, v);
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}
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mesh.triangles = new int[0];
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mesh.vertices = verts;
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mesh.uv = uvs;
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mesh.colors = colors;
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mesh.triangles = triangles;
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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material = (Material)region.page.rendererObject;
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} else {
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mesh = null;
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}
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return mesh;
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}
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}
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public class MaterialsTextureLoader : TextureLoader {
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AtlasAsset atlasAsset;
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public MaterialsTextureLoader (AtlasAsset atlasAsset) {
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this.atlasAsset = atlasAsset;
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}
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public void Load (AtlasPage page, string path) {
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String name = Path.GetFileNameWithoutExtension(path);
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Material material = null;
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foreach (Material other in atlasAsset.materials) {
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if (other.mainTexture == null) {
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Debug.LogError("Material is missing texture: " + other.name, other);
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return;
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}
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if (other.mainTexture.name == name) {
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material = other;
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break;
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}
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}
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if (material == null) {
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Debug.LogError("Material with texture name \"" + name + "\" not found for atlas asset: " + atlasAsset.name, atlasAsset);
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return;
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}
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page.rendererObject = material;
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// Very old atlas files expected the texture's actual size to be used at runtime.
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if (page.width == 0 || page.height == 0) {
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page.width = material.mainTexture.width;
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page.height = material.mainTexture.height;
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}
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}
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public void Unload (object texture) { }
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}
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}
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