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236 lines
9.3 KiB
236 lines
9.3 KiB
2 years ago
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/******************************************************************************
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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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#define SPINE_OPTIONAL_RENDEROVERRIDE
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using UnityEngine;
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using System.Collections.Generic;
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using Spine.Unity;
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namespace Spine.Unity.Modules {
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[ExecuteInEditMode]
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[HelpURL("https://github.com/pharan/spine-unity-docs/blob/master/SkeletonRenderSeparator.md")]
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public class SkeletonRenderSeparator : MonoBehaviour {
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public const int DefaultSortingOrderIncrement = 5;
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#region Inspector
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[SerializeField]
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protected SkeletonRenderer skeletonRenderer;
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public SkeletonRenderer SkeletonRenderer {
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get { return skeletonRenderer; }
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set {
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#if SPINE_OPTIONAL_RENDEROVERRIDE
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if (skeletonRenderer != null)
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skeletonRenderer.GenerateMeshOverride -= HandleRender;
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#endif
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skeletonRenderer = value;
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this.enabled = false; // Disable if nulled.
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}
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}
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MeshRenderer mainMeshRenderer;
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public bool copyPropertyBlock = true;
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[Tooltip("Copies MeshRenderer flags into each parts renderer")]
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public bool copyMeshRendererFlags = true;
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public List<Spine.Unity.Modules.SkeletonPartsRenderer> partsRenderers = new List<SkeletonPartsRenderer>();
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#if UNITY_EDITOR
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void Reset () {
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if (skeletonRenderer == null)
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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}
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#endif
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#endregion
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#region Runtime Instantiation
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/// <summary>Adds a SkeletonRenderSeparator and child SkeletonPartsRenderer GameObjects to a given SkeletonRenderer.</summary>
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/// <returns>The to skeleton renderer.</returns>
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/// <param name="skeletonRenderer">The target SkeletonRenderer or SkeletonAnimation.</param>
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/// <param name="sortingLayerID">Sorting layer to be used for the parts renderers.</param>
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/// <param name="extraPartsRenderers">Number of additional SkeletonPartsRenderers on top of the ones determined by counting the number of separator slots.</param>
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/// <param name="sortingOrderIncrement">The integer to increment the sorting order per SkeletonPartsRenderer to separate them.</param>
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/// <param name="baseSortingOrder">The sorting order value of the first SkeletonPartsRenderer.</param>
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/// <param name="addMinimumPartsRenderers">If set to <c>true</c>, a minimum number of SkeletonPartsRenderer GameObjects (determined by separatorSlots.Count + 1) will be added.</param>
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public static SkeletonRenderSeparator AddToSkeletonRenderer (SkeletonRenderer skeletonRenderer, int sortingLayerID = 0, int extraPartsRenderers = 0, int sortingOrderIncrement = DefaultSortingOrderIncrement, int baseSortingOrder = 0, bool addMinimumPartsRenderers = true) {
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if (skeletonRenderer == null) {
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Debug.Log("Tried to add SkeletonRenderSeparator to a null SkeletonRenderer reference.");
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return null;
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}
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var srs = skeletonRenderer.gameObject.AddComponent<SkeletonRenderSeparator>();
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srs.skeletonRenderer = skeletonRenderer;
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skeletonRenderer.Initialize(false);
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int count = extraPartsRenderers;
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if (addMinimumPartsRenderers)
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count = extraPartsRenderers + skeletonRenderer.separatorSlots.Count + 1;
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var skeletonRendererTransform = skeletonRenderer.transform;
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var componentRenderers = srs.partsRenderers;
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for (int i = 0; i < count; i++) {
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var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRendererTransform, i.ToString());
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var mr = spr.MeshRenderer;
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mr.sortingLayerID = sortingLayerID;
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mr.sortingOrder = baseSortingOrder + (i * sortingOrderIncrement);
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componentRenderers.Add(spr);
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}
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return srs;
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}
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/// <summary>Add a child SkeletonPartsRenderer GameObject to this SkeletonRenderSeparator.</summary>
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public void AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement) {
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int sortingLayerID = 0;
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int sortingOrder = 0;
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if (partsRenderers.Count > 0) {
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var previous = partsRenderers[partsRenderers.Count - 1];
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var previousMeshRenderer = previous.MeshRenderer;
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sortingLayerID = previousMeshRenderer.sortingLayerID;
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sortingOrder = previousMeshRenderer.sortingOrder + sortingOrderIncrement;
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}
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var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, partsRenderers.Count.ToString());
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partsRenderers.Add(spr);
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var mr = spr.MeshRenderer;
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mr.sortingLayerID = sortingLayerID;
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mr.sortingOrder = sortingOrder;
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}
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#endregion
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void OnEnable () {
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if (skeletonRenderer == null) return;
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if (copiedBlock == null) copiedBlock = new MaterialPropertyBlock();
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mainMeshRenderer = skeletonRenderer.GetComponent<MeshRenderer>();
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#if SPINE_OPTIONAL_RENDEROVERRIDE
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skeletonRenderer.GenerateMeshOverride -= HandleRender;
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skeletonRenderer.GenerateMeshOverride += HandleRender;
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#endif
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if (copyMeshRendererFlags) {
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var lightProbeUsage = mainMeshRenderer.lightProbeUsage;
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bool receiveShadows = mainMeshRenderer.receiveShadows;
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var reflectionProbeUsage = mainMeshRenderer.reflectionProbeUsage;
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var shadowCastingMode = mainMeshRenderer.shadowCastingMode;
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var motionVectorGenerationMode = mainMeshRenderer.motionVectorGenerationMode;
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var probeAnchor = mainMeshRenderer.probeAnchor;
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for (int i = 0; i < partsRenderers.Count; i++) {
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var currentRenderer = partsRenderers[i];
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if (currentRenderer == null) continue; // skip null items.
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var mr = currentRenderer.MeshRenderer;
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mr.lightProbeUsage = lightProbeUsage;
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mr.receiveShadows = receiveShadows;
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mr.reflectionProbeUsage = reflectionProbeUsage;
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mr.shadowCastingMode = shadowCastingMode;
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mr.motionVectorGenerationMode = motionVectorGenerationMode;
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mr.probeAnchor = probeAnchor;
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}
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}
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}
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void OnDisable () {
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if (skeletonRenderer == null) return;
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#if SPINE_OPTIONAL_RENDEROVERRIDE
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skeletonRenderer.GenerateMeshOverride -= HandleRender;
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#endif
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#if UNITY_EDITOR
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skeletonRenderer.LateUpdate();
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#endif
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foreach (var s in partsRenderers)
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s.ClearMesh();
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}
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MaterialPropertyBlock copiedBlock;
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void HandleRender (SkeletonRendererInstruction instruction) {
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int rendererCount = partsRenderers.Count;
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if (rendererCount <= 0) return;
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if (copyPropertyBlock)
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mainMeshRenderer.GetPropertyBlock(copiedBlock);
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var settings = new MeshGenerator.Settings {
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addNormals = skeletonRenderer.addNormals,
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calculateTangents = skeletonRenderer.calculateTangents,
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immutableTriangles = false, // parts cannot do immutable triangles.
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pmaVertexColors = skeletonRenderer.pmaVertexColors,
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//renderMeshes = skeletonRenderer.renderMeshes,
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tintBlack = skeletonRenderer.tintBlack,
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useClipping = true,
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zSpacing = skeletonRenderer.zSpacing
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};
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var submeshInstructions = instruction.submeshInstructions;
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var submeshInstructionsItems = submeshInstructions.Items;
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int lastSubmeshInstruction = submeshInstructions.Count - 1;
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int rendererIndex = 0;
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var currentRenderer = partsRenderers[rendererIndex];
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for (int si = 0, start = 0; si <= lastSubmeshInstruction; si++) {
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if (submeshInstructionsItems[si].forceSeparate || si == lastSubmeshInstruction) {
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// Apply properties
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var meshGenerator = currentRenderer.MeshGenerator;
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meshGenerator.settings = settings;
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if (copyPropertyBlock)
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currentRenderer.SetPropertyBlock(copiedBlock);
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// Render
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currentRenderer.RenderParts(instruction.submeshInstructions, start, si + 1);
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start = si + 1;
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rendererIndex++;
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if (rendererIndex < rendererCount) {
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currentRenderer = partsRenderers[rendererIndex];
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} else {
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// Not enough renderers. Skip the rest of the instructions.
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break;
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}
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}
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}
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// Clear extra renderers if they exist.
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for (; rendererIndex < rendererCount; rendererIndex++) {
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partsRenderers[rendererIndex].ClearMesh();
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}
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}
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}
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}
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