mirror of
https://github.com/photonstorm/phaser
synced 2024-11-22 12:43:26 +00:00
Removed Spine events and added new methods
This commit is contained in:
parent
7126a52d45
commit
bc915403b2
1 changed files with 91 additions and 82 deletions
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@ -13,9 +13,7 @@ var ComponentsFlip = require('../../../../src/gameobjects/components/Flip');
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var ComponentsScrollFactor = require('../../../../src/gameobjects/components/ScrollFactor');
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var ComponentsScrollFactor = require('../../../../src/gameobjects/components/ScrollFactor');
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var ComponentsTransform = require('../../../../src/gameobjects/components/Transform');
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var ComponentsTransform = require('../../../../src/gameobjects/components/Transform');
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var ComponentsVisible = require('../../../../src/gameobjects/components/Visible');
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var ComponentsVisible = require('../../../../src/gameobjects/components/Visible');
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var CounterClockwise = require('../../../../src/math/angle/CounterClockwise');
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var GameObject = require('../../../../src/gameobjects/GameObject');
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var GameObject = require('../../../../src/gameobjects/GameObject');
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var RadToDeg = require('../../../../src/math/RadToDeg');
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var SpineGameObjectRender = require('./SpineGameObjectRender');
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var SpineGameObjectRender = require('./SpineGameObjectRender');
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/**
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/**
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@ -86,6 +84,12 @@ var SpineGameObject = new Class({
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setSkeleton: function (atlasDataKey, animationName, loop, skeletonJSON)
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setSkeleton: function (atlasDataKey, animationName, loop, skeletonJSON)
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{
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{
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if (this.state)
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{
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this.state.clearListeners();
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this.state.clearListenerNotifications();
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}
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var data = this.plugin.createSkeleton(atlasDataKey, skeletonJSON);
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var data = this.plugin.createSkeleton(atlasDataKey, skeletonJSON);
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this.skeletonData = data.skeletonData;
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this.skeletonData = data.skeletonData;
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@ -97,6 +101,8 @@ var SpineGameObject = new Class({
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skeleton.setSkinByName('default');
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skeleton.setSkinByName('default');
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skeleton.setToSetupPose();
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skeleton.setToSetupPose();
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this.skeleton = skeleton;
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// AnimationState
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// AnimationState
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data = this.plugin.createAnimationState(skeleton);
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data = this.plugin.createAnimationState(skeleton);
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@ -110,39 +116,52 @@ var SpineGameObject = new Class({
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this.stateData = data.stateData;
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this.stateData = data.stateData;
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var _this = this;
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this.state.addListener({
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event: function (trackIndex, event)
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{
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// Event on a Track
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_this.emit('spine.event', _this, trackIndex, event);
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},
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complete: function (trackIndex, loopCount)
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{
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// Animation on Track x completed, loop count
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_this.emit('spine.complete', _this, trackIndex, loopCount);
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},
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start: function (trackIndex)
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{
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// Animation on Track x started
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_this.emit('spine.start', _this, trackIndex);
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},
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end: function (trackIndex)
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{
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// Animation on Track x ended
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_this.emit('spine.end', _this, trackIndex);
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}
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});
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if (animationName)
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if (animationName)
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{
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{
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this.setAnimation(0, animationName, loop);
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this.setAnimation(0, animationName, loop);
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}
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}
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this.root = this.getRootBone();
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return this.updateSize();
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},
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setSize: function (width, height, offsetX, offsetY)
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{
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var skeleton = this.skeleton;
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if (width === undefined) { width = skeleton.data.width; }
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if (height === undefined) { height = skeleton.data.height; }
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if (offsetX === undefined) { offsetX = 0; }
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if (offsetY === undefined) { offsetY = 0; }
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this.width = width;
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this.height = height;
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this.displayOriginX = skeleton.x - offsetX;
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this.displayOriginY = skeleton.y - offsetY;
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return this;
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},
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setOffset: function (offsetX, offsetY)
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{
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var skeleton = this.skeleton;
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if (offsetX === undefined) { offsetX = 0; }
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if (offsetY === undefined) { offsetY = 0; }
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this.displayOriginX = skeleton.x - offsetX;
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this.displayOriginY = skeleton.y - offsetY;
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return this;
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},
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updateSize: function ()
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{
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var skeleton = this.skeleton;
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var renderer = this.scene.sys.renderer;
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var renderer = this.scene.sys.renderer;
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/*
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var height = renderer.height;
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var height = renderer.height;
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var oldScaleX = this.scaleX;
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var oldScaleX = this.scaleX;
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@ -155,57 +174,13 @@ var SpineGameObject = new Class({
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skeleton.updateWorldTransform();
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skeleton.updateWorldTransform();
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this.skeleton = skeleton;
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var bounds = this.getBounds();
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this.root = this.getRootBone();
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this.width = bounds.size.x;
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this.height = bounds.size.y;
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skeleton.updateWorldTransform();
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this.displayOriginX = this.x - bounds.offset.x;
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this.displayOriginY = this.y - (height - (this.height + bounds.offset.y));
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var b = this.getBounds();
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// this.width = b.size.x;
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// this.height = b.size.y;
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this.width = skeleton.data.width;
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this.height = skeleton.data.height;
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this.displayOriginX = this.x - b.offset.x;
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this.displayOriginY = this.y - (height - (this.height + b.offset.y));
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// console.log(this.width, this.height);
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// console.log(b.size.x, b.size.y);
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// console.log(b.offset.x, b.offset.y);
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// console.log(this.displayOriginX, this.displayOriginY);
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skeleton.scaleX = oldScaleX;
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skeleton.scaleY = oldScaleY;
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skeleton.updateWorldTransform();
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*/
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var height = renderer.height;
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var oldScaleX = this.scaleX;
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var oldScaleY = this.scaleY;
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skeleton.x = this.x;
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skeleton.y = height - this.y;
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skeleton.scaleX = 1;
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skeleton.scaleY = 1;
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this.skeleton = skeleton;
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this.root = this.getRootBone();
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skeleton.updateWorldTransform();
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var b = this.getBounds();
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this.width = b.size.x;
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this.height = b.size.y;
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this.displayOriginX = this.x - b.offset.x;
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this.displayOriginY = this.y - (height - (this.height + b.offset.y));
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skeleton.scaleX = oldScaleX;
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skeleton.scaleX = oldScaleX;
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skeleton.scaleY = oldScaleY;
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skeleton.scaleY = oldScaleY;
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@ -215,8 +190,6 @@ var SpineGameObject = new Class({
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return this;
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return this;
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},
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},
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// http://esotericsoftware.com/spine-runtimes-guide
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getAnimationList: function ()
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getAnimationList: function ()
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{
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{
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var output = [];
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var output = [];
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@ -245,8 +218,11 @@ var SpineGameObject = new Class({
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},
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},
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setAnimation: function (trackIndex, animationName, loop)
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setAnimation: function (trackIndex, animationName, loop)
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{
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if (this.findAnimation(animationName))
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{
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{
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this.state.setAnimation(trackIndex, animationName, loop);
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this.state.setAnimation(trackIndex, animationName, loop);
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}
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return this;
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return this;
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},
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},
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@ -329,6 +305,41 @@ var SpineGameObject = new Class({
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return this.skeleton.findSlotIndex(slotName);
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return this.skeleton.findSlotIndex(slotName);
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},
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},
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findSkin: function (skinName)
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{
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return this.skeletonData.findSkin(skinName);
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},
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findEvent: function (eventDataName)
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{
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return this.skeletonData.findEvent(eventDataName);
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},
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findAnimation: function (animationName)
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{
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return this.skeletonData.findAnimation(animationName);
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},
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findIkConstraint: function (constraintName)
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{
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return this.skeletonData.findIkConstraint(constraintName);
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},
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findTransformConstraint: function (constraintName)
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{
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return this.skeletonData.findTransformConstraint(constraintName);
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},
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findPathConstraint: function (constraintName)
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{
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return this.skeletonData.findPathConstraint(constraintName);
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},
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findPathConstraintIndex: function (pathConstraintName)
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{
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return this.skeletonData.findPathConstraintIndex(pathConstraintName);
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},
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// getBounds ( 2-tuple offset, 2-tuple size, float[] temp): void
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// getBounds ( 2-tuple offset, 2-tuple size, float[] temp): void
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// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
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// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
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// offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
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// offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
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@ -348,8 +359,6 @@ var SpineGameObject = new Class({
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this.state.apply(skeleton);
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this.state.apply(skeleton);
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this.emit('spine.update', skeleton);
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this.emit('spine.update', skeleton);
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// skeleton.updateWorldTransform();
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},
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},
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/**
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/**
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