更新,spine和很多优化
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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namespace Spine {
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internal interface IPosedInternal {
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// replaces "object.pose == object.applied" of reference implementation.
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bool PoseEqualsApplied { get; }
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// replaces "object.applied = object.pose" of reference implementation.
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void UsePose ();
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// replaces "object.applied = object.constrained" of reference implementation.
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void UseConstrained ();
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// replaces "object.applied.Set(object.pose)" of reference implementation.
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void ResetConstrained ();
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}
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public interface IPosed {
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void SetupPose ();
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}
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public class Posed<D, P, A> : IPosed, IPosedInternal
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where D : PosedData<P>
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where P : IPose<P>
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where A : P {
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internal readonly D data;
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internal readonly A pose;
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internal readonly A constrained;
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internal A applied;
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public Posed (D data, A pose, A constrained) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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this.data = data;
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this.pose = pose;
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this.constrained = constrained;
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applied = pose;
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}
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public virtual void SetupPose () {
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pose.Set(data.setup);
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}
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bool IPosedInternal.PoseEqualsApplied {
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get { return (object)pose == (object)applied; }
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}
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void IPosedInternal.UsePose () {
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applied = pose;
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}
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void IPosedInternal.UseConstrained () {
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applied = constrained;
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}
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void IPosedInternal.ResetConstrained () {
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applied.Set(pose);
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}
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/// <summary>The constraint's setup pose data.</summary>
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public D Data { get { return data; } }
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public P Pose { get { return pose; } }
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public A AppliedPose { get { return applied; } }
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override public string ToString () {
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return data.name;
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}
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}
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}
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