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@@ -115,6 +115,13 @@ namespace Spine.Unity.Editor {
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const string DEFAULT_INSTANTIATE_LOOP_KEY = "SPINE_DEFAULT_INSTANTIATE_LOOP";
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public static bool defaultInstantiateLoop = SpinePreferences.DEFAULT_DEFAULT_INSTANTIATE_LOOP;
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+ const string DEFAULT_PHYSICS_POSITION_INHERITANCE_X_KEY = "SPINE_DEFAULT_PHYSICS_POSITION_INHERITANCE_X";
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+ const string DEFAULT_PHYSICS_POSITION_INHERITANCE_Y_KEY = "SPINE_DEFAULT_PHYSICS_POSITION_INHERITANCE_Y";
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+ public static Vector2 defaultPhysicsPositionInheritance = SpinePreferences.DEFAULT_DEFAULT_PHYSICS_POSITION_INHERITANCE;
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+
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+ const string DEFAULT_PHYSICS_ROTATION_INHERITANCE_KEY = "SPINE_DEFAULT_PHYSICS_ROTATION_INHERITANCE";
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+ public static float defaultPhysicsRotationInheritance = SpinePreferences.DEFAULT_DEFAULT_PHYSICS_ROTATION_INHERITANCE;
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+
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const string SHOW_HIERARCHY_ICONS_KEY = "SPINE_SHOW_HIERARCHY_ICONS";
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public static bool showHierarchyIcons = SpinePreferences.DEFAULT_SHOW_HIERARCHY_ICONS;
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@@ -191,6 +198,10 @@ namespace Spine.Unity.Editor {
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defaultMix = EditorPrefs.GetFloat(DEFAULT_MIX_KEY, SpinePreferences.DEFAULT_DEFAULT_MIX);
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defaultScale = EditorPrefs.GetFloat(DEFAULT_SCALE_KEY, SpinePreferences.DEFAULT_DEFAULT_SCALE);
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defaultZSpacing = EditorPrefs.GetFloat(DEFAULT_ZSPACING_KEY, SpinePreferences.DEFAULT_DEFAULT_ZSPACING);
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+ defaultInstantiateLoop = EditorPrefs.GetBool(DEFAULT_INSTANTIATE_LOOP_KEY, SpinePreferences.DEFAULT_DEFAULT_INSTANTIATE_LOOP);
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+ defaultPhysicsPositionInheritance.x = EditorPrefs.GetFloat(DEFAULT_PHYSICS_POSITION_INHERITANCE_X_KEY, SpinePreferences.DEFAULT_DEFAULT_PHYSICS_POSITION_INHERITANCE.x);
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+ defaultPhysicsPositionInheritance.y = EditorPrefs.GetFloat(DEFAULT_PHYSICS_POSITION_INHERITANCE_Y_KEY, SpinePreferences.DEFAULT_DEFAULT_PHYSICS_POSITION_INHERITANCE.y);
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+ defaultPhysicsRotationInheritance = EditorPrefs.GetFloat(DEFAULT_PHYSICS_ROTATION_INHERITANCE_KEY, SpinePreferences.DEFAULT_DEFAULT_PHYSICS_ROTATION_INHERITANCE);
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defaultShader = EditorPrefs.GetString(DEFAULT_SHADER_KEY, SpinePreferences.DEFAULT_DEFAULT_SHADER);
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showHierarchyIcons = EditorPrefs.GetBool(SHOW_HIERARCHY_ICONS_KEY, SpinePreferences.DEFAULT_SHOW_HIERARCHY_ICONS);
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reloadAfterPlayMode = EditorPrefs.GetBool(RELOAD_AFTER_PLAYMODE_KEY, SpinePreferences.DEFAULT_RELOAD_AFTER_PLAYMODE);
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@@ -216,6 +227,10 @@ namespace Spine.Unity.Editor {
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newPreferences.defaultMix = EditorPrefs.GetFloat(DEFAULT_MIX_KEY, SpinePreferences.DEFAULT_DEFAULT_MIX);
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newPreferences.defaultScale = EditorPrefs.GetFloat(DEFAULT_SCALE_KEY, SpinePreferences.DEFAULT_DEFAULT_SCALE);
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newPreferences.defaultZSpacing = EditorPrefs.GetFloat(DEFAULT_ZSPACING_KEY, SpinePreferences.DEFAULT_DEFAULT_ZSPACING);
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+ newPreferences.defaultInstantiateLoop = EditorPrefs.GetBool(DEFAULT_INSTANTIATE_LOOP_KEY, SpinePreferences.DEFAULT_DEFAULT_INSTANTIATE_LOOP);
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+ newPreferences.defaultPhysicsPositionInheritance.x = EditorPrefs.GetFloat(DEFAULT_PHYSICS_POSITION_INHERITANCE_X_KEY, SpinePreferences.DEFAULT_DEFAULT_PHYSICS_POSITION_INHERITANCE.x);
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+ newPreferences.defaultPhysicsPositionInheritance.y = EditorPrefs.GetFloat(DEFAULT_PHYSICS_POSITION_INHERITANCE_Y_KEY, SpinePreferences.DEFAULT_DEFAULT_PHYSICS_POSITION_INHERITANCE.y);
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+ newPreferences.defaultPhysicsRotationInheritance = EditorPrefs.GetFloat(DEFAULT_PHYSICS_ROTATION_INHERITANCE_KEY, SpinePreferences.DEFAULT_DEFAULT_PHYSICS_ROTATION_INHERITANCE);
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newPreferences.defaultShader = EditorPrefs.GetString(DEFAULT_SHADER_KEY, SpinePreferences.DEFAULT_DEFAULT_SHADER);
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newPreferences.showHierarchyIcons = EditorPrefs.GetBool(SHOW_HIERARCHY_ICONS_KEY, SpinePreferences.DEFAULT_SHOW_HIERARCHY_ICONS);
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newPreferences.reloadAfterPlayMode = EditorPrefs.GetBool(RELOAD_AFTER_PLAYMODE_KEY, SpinePreferences.DEFAULT_RELOAD_AFTER_PLAYMODE);
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@@ -236,6 +251,10 @@ namespace Spine.Unity.Editor {
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EditorPrefs.SetFloat(DEFAULT_MIX_KEY, preferences.defaultMix);
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EditorPrefs.SetFloat(DEFAULT_SCALE_KEY, preferences.defaultScale);
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EditorPrefs.SetFloat(DEFAULT_ZSPACING_KEY, preferences.defaultZSpacing);
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+ EditorPrefs.SetBool(DEFAULT_INSTANTIATE_LOOP_KEY, preferences.defaultInstantiateLoop);
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+ EditorPrefs.SetFloat(DEFAULT_PHYSICS_POSITION_INHERITANCE_X_KEY, preferences.defaultPhysicsPositionInheritance.x);
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+ EditorPrefs.SetFloat(DEFAULT_PHYSICS_POSITION_INHERITANCE_Y_KEY, preferences.defaultPhysicsPositionInheritance.y);
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+ EditorPrefs.SetFloat(DEFAULT_PHYSICS_ROTATION_INHERITANCE_KEY, preferences.defaultPhysicsRotationInheritance);
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EditorPrefs.SetString(DEFAULT_SHADER_KEY, preferences.defaultShader);
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EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, preferences.showHierarchyIcons);
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EditorPrefs.SetBool(RELOAD_AFTER_PLAYMODE_KEY, preferences.reloadAfterPlayMode);
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@@ -336,6 +355,16 @@ namespace Spine.Unity.Editor {
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EditorPrefs.SetFloat(DEFAULT_ZSPACING_KEY, defaultZSpacing);
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SpineEditorUtilities.BoolPrefsField(ref defaultInstantiateLoop, DEFAULT_INSTANTIATE_LOOP_KEY, new GUIContent("Default Loop", "Spawn Spine GameObjects with loop enabled."));
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+
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+ EditorGUILayout.LabelField("Physics Inheritance");
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+ using (new SpineInspectorUtility.IndentScope()) {
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+ float positionX = preferences.defaultPhysicsPositionInheritance.x;
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+ float positionY = preferences.defaultPhysicsPositionInheritance.y;
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+ SpineEditorUtilities.FloatPrefsField(ref positionX, DEFAULT_PHYSICS_POSITION_INHERITANCE_X_KEY, new GUIContent("Default Position X", "The Default Physics Inheritance - Position X factor."));
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+ SpineEditorUtilities.FloatPrefsField(ref positionY, DEFAULT_PHYSICS_POSITION_INHERITANCE_Y_KEY, new GUIContent("Default Position Y", "The Default Physics Inheritance - Position Y factor."));
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+ defaultPhysicsPositionInheritance = new Vector2(positionX, positionY);
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+ SpineEditorUtilities.FloatPrefsField(ref defaultPhysicsRotationInheritance, DEFAULT_PHYSICS_ROTATION_INHERITANCE_Y_KEY, new GUIContent("Default Rotation", "The Default Physics Inheritance - Rotation factor."));
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+ }
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}
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EditorGUILayout.Space();
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