主场景加摇奖,还有一个spine的插件
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@ -9259,7 +9259,7 @@ MonoBehaviour:
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8
TheStrongestSnail/Assets/Scripts/Yaojiangji.meta
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8
TheStrongestSnail/Assets/Scripts/Yaojiangji.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: fd449da892db1c24eb6f9635885dfbe8
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folderAsset: yes
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externalObjects: {}
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userData:
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71
TheStrongestSnail/Assets/Scripts/Yaojiangji/MotherFuck531.cs
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71
TheStrongestSnail/Assets/Scripts/Yaojiangji/MotherFuck531.cs
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@ -0,0 +1,71 @@
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using Newtonsoft.Json;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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public class MotherFuck531 : MonoBehaviour
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{
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private async void Start()
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{
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Result(1);
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}
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public async Task<Lottery531> Result(int id) //
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{
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// 准备请求的头部信息,包含授权令牌
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Dictionary<string, string> head118 = new Dictionary<string, string>
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{
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{ "Authorization", Global.global.serverResponse.data.token }
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};
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// 请求体
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QueryLottery531Body Body = new QueryLottery531Body
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{
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lotteryId = id
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};
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// 异步发送请求
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string response118 = await web.SendRequest(web.URL + "/snail/gameLottery/queryLotteryRewardList", "POST", JsonConvert.SerializeObject(Body), head118);
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// 调试输出接收到的响应
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Debug.Log("5.3.1查询摇奖机奖励列表 =====================" + response118);
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// 将响应反序列化为 KnightRoomList 对象
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Lottery531 directlist = JsonConvert.DeserializeObject<Lottery531>(response118);
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// 检查反序列化是否成功
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if (directlist != null && directlist.data != null)
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{
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//Debug.Log("获取成功");
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}
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else
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{
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Debug.LogError("directlist 数据为空");
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}
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//Debug.Log(directlist.data.UserResponseVoList.Count);
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return directlist;
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}
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}
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public class QueryLottery531Body {
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public int lotteryId { get; set; }
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}
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public class Lottery531 : Response
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{
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public Lottery531Data data { get; set; }
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}
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public class Lottery531Data { }
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18
TheStrongestSnail/Assets/Scripts/Yaojiangji/MotherFuck532.cs
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18
TheStrongestSnail/Assets/Scripts/Yaojiangji/MotherFuck532.cs
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@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MotherFuck532 : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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18
TheStrongestSnail/Assets/Scripts/Yaojiangji/MotherFuck533.cs
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18
TheStrongestSnail/Assets/Scripts/Yaojiangji/MotherFuck533.cs
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@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MotherFuck533 : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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@ -164,6 +164,8 @@
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- `Universal Render Pipeline/Spine/Skeleton` shader now performs proper alpha-testing when `Depth Write` is enabled, using the existing `Shadow alpha cutoff` parameter.
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- `SkeletonRootMotion` components now provide a public `Initialize()` method which is automatically called when calling `skeletonAnimation.Initialize(true)` to update the necessary skeleton references. If a different root bone shall be used, be sure to set `skeletonRootMotion.rootMotionBoneName` before calling `skeletonAnimation.Initialize(true)`.
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- Skeleton Mecanim: Added new `Mix Mode` `Match`. When selected, Spine animation weights are calculated to best match the provided Mecanim clip weights. This mix mode is recommended on any layer using blend tree nodes.
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- URP Shaders: Added `ZWrite` variant of outline shader `Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly ZWrite`. Suitable for e.g. depth of field (DoF) effect where writing to the depth buffer is required. Note that for DoF effect, `Render Queue` needs to be set to `Alpha Test`.
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- SkeletonGraphic: Exposed `SetScaledPivotOffset` as public method outside of the editor to support programatically moving mesh offsets at runtime based on mesh bounds.
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- **Breaking changes**
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@ -344,6 +346,7 @@
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- `VertexEffect` has been removed.
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### Cocos2d-x
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- Renamed `SkeletonRenderer` to `SkeletonRendererCocos2dX` to avoid name clash with spine-cpp class.
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### SFML
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@ -1,6 +1,6 @@
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fileFormatVersion: 2
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guid: f09c19426de438b408307e7ff432e4b5
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timeCreated: 1727118056
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timeCreated: 1733766775
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licenseType: Free
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DefaultImporter:
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userData:
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@ -2782,6 +2782,11 @@ namespace Spine {
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Sequence sequence = ((IHasTextureRegion)slotAttachment).Sequence;
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if (sequence == null) return;
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if (direction == MixDirection.Out) {
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if (blend == MixBlend.Setup) slot.SequenceIndex = -1;
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return;
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}
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float[] frames = this.frames;
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if (time < frames[0]) {
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if (blend == MixBlend.Setup || blend == MixBlend.First) slot.SequenceIndex = -1;
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@ -204,16 +204,18 @@ namespace Spine {
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from.animationLast = from.nextAnimationLast;
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from.trackLast = from.nextTrackLast;
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// Require mixTime > 0 to ensure the mixing from entry was applied at least once.
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if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
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// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
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if (from.totalAlpha == 0 || to.mixDuration == 0) {
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to.mixingFrom = from.mixingFrom;
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if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
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to.interruptAlpha = from.interruptAlpha;
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queue.End(from);
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if (to.nextTrackLast != -1) { // The from entry was applied at least once.
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bool discard = to.mixTime == 0 && from.mixTime == 0; // Discard the from entry when neither have advanced yet.
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if (to.mixTime >= to.mixDuration || discard) {
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// Require totalAlpha == 0 to ensure mixing is complete or the transition is a single frame or discarded.
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if (from.totalAlpha == 0 || to.mixDuration == 0 || discard) {
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to.mixingFrom = from.mixingFrom;
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if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
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to.interruptAlpha = from.interruptAlpha;
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queue.End(from);
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}
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return finished;
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}
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return finished;
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}
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from.trackTime += delta * from.timeScale;
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-csharp",
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"displayName": "spine-csharp Runtime",
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"description": "This plugin provides the spine-csharp core runtime.",
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"version": "4.2.31",
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"version": "4.2.33",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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@ -36,6 +36,11 @@ using UnityEngine;
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namespace Spine.Unity {
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public abstract class OnDemandTextureLoader : ScriptableObject {
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public AtlasAssetBase atlasAsset;
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/// <summary>
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/// Additional <see cref="SkeletonDataAsset"/> reference, currently only used to cover blend mode materials
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/// which are not stored at <c>atlasAsset</c>.
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/// </summary>
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public SkeletonDataAsset skeletonDataAsset;
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/// <param name="originalTextureName">Original texture name without extension.</param>
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/// <returns>The placeholder texture's name for a given original target texture name.</returns>
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@ -1416,11 +1416,11 @@ namespace Spine.Unity {
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public Vector2 GetScaledPivotOffset () {
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return pivotOffset * GetLayoutScale(layoutScaleMode);
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}
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#endif
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public void SetScaledPivotOffset (Vector2 pivotOffsetScaled) {
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pivotOffset = pivotOffsetScaled / GetLayoutScale(layoutScaleMode);
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}
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#endif
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protected float GetLayoutScale (LayoutMode mode) {
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Vector2 currentSize = GetCurrentRectSize();
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mode = GetEffectiveLayoutMode(mode);
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@ -1230,9 +1230,11 @@ namespace Spine.Unity {
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// Zero the extra.
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{
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int listCount = vertexBuffer.Count;
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Vector3 vector3zero = Vector3.zero;
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// unfortunately even non-indexed vertices are still used by Unity's bounds computation,
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// (considered a Unity bug), thus avoid Vector3.zero and use last vertex instead.
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Vector3 extraVertex = listCount == 0 ? Vector3.zero : vbi[listCount - 1];
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for (int i = listCount; i < vbiLength; i++)
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vbi[i] = vector3zero;
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vbi[i] = extraVertex;
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}
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// Set the vertex buffer.
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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"description": "This plugin provides the spine-unity runtime core.",
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"version": "4.2.87",
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"version": "4.2.92",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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@ -10,6 +10,10 @@
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"url": "http://esotericsoftware.com/"
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},
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"dependencies": {
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"com.unity.ugui" : "1.0.0",
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"com.unity.modules.animation" : "1.0.0",
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"com.unity.modules.physics" : "1.0.0",
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"com.unity.modules.physics2d" : "1.0.0",
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"com.esotericsoftware.spine.spine-csharp": "4.2.0"
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},
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"repository": {
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@ -1,2 +1,2 @@
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Package version: spine-unity-4.2-2024-09-23.unitypackage
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Package version: spine-unity-4.2-2024-12-09.unitypackage
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This Spine-Unity runtime works with data exported from Spine Editor version: 4.2.xx
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