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using System;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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internal class AssociateBonesScope : IDisposable
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{
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private bool m_Disposed;
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private bool m_AssociateBones;
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private SpriteCache m_Sprite;
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public AssociateBonesScope(SpriteCache sprite)
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{
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m_Sprite = sprite;
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m_AssociateBones = m_Sprite.AssociatePossibleBones();
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}
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~AssociateBonesScope()
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{
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if (!m_Disposed)
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Debug.LogError("Scope was not disposed! You should use the 'using' keyword or manually call Dispose.");
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}
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public void Dispose()
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{
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if (m_Disposed)
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return;
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m_Disposed = true;
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if (m_AssociateBones)
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m_Sprite.DeassociateUnusedBones();
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}
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}
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}
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