@@ -130,7 +130,7 @@ abstract class C3SkeletonRenderer<
130130 for ( let i = 0 , n = bones . length ; i < n ; i ++ ) {
131131 const bone = bones [ i ] ;
132132 // if (!bone.parent) continue;
133- const boneApplied = bone . applied ;
133+ const boneApplied = bone . appliedPose ;
134134 const { x : x1 , y : y1 } = matrix . skeletonToGame ( boneApplied . worldX , boneApplied . worldY ) ;
135135 const endX = boneApplied . worldX + bone . data . length * boneApplied . a ;
136136 const endY = boneApplied . worldY + bone . data . length * boneApplied . c ;
@@ -163,11 +163,11 @@ abstract class C3SkeletonRenderer<
163163 for ( let i = 0 , n = slots . length ; i < n ; i ++ ) {
164164 const slot = slots [ i ] ;
165165 if ( ! slot . bone . active ) continue ;
166- const attachment = slot . applied . attachment ;
166+ const attachment = slot . appliedPose . attachment ;
167167 if ( attachment instanceof RegionAttachment ) {
168168 const vertices = this . tempVertices ;
169169
170- attachment . computeWorldVertices ( slot , attachment . getOffsets ( slot . applied ) , vertices , 0 , 2 ) ;
170+ attachment . computeWorldVertices ( slot , attachment . getOffsets ( slot . appliedPose ) , vertices , 0 , 2 ) ;
171171 let p = matrix . skeletonToGame ( vertices [ 0 ] , vertices [ 1 ] ) ;
172172 const x1 = p . x , y1 = p . y ;
173173 p = matrix . skeletonToGame ( vertices [ 2 ] , vertices [ 3 ] ) ;
@@ -187,7 +187,7 @@ abstract class C3SkeletonRenderer<
187187 for ( let i = 0 , n = slots . length ; i < n ; i ++ ) {
188188 const slot = slots [ i ] ;
189189 if ( ! slot . bone . active ) continue ;
190- const attachment = slot . applied . attachment ;
190+ const attachment = slot . appliedPose . attachment ;
191191 if ( ! ( attachment instanceof MeshAttachment ) ) continue ;
192192 const vertices = this . tempVertices ;
193193 attachment . computeWorldVertices ( skeleton , slot , 0 , attachment . worldVerticesLength , vertices , 0 , 2 ) ;
@@ -227,7 +227,7 @@ abstract class C3SkeletonRenderer<
227227 for ( let i = 0 , n = slots . length ; i < n ; i ++ ) {
228228 const slot = slots [ i ] ;
229229 if ( ! slot . bone . active ) continue ;
230- const attachment = slot . applied . attachment ;
230+ const attachment = slot . appliedPose . attachment ;
231231 if ( ! ( attachment instanceof PathAttachment ) ) continue ;
232232 let nn = attachment . worldVerticesLength ;
233233 const world = this . tempArray = Utils . setArraySize ( this . tempArray , nn , 0 ) ;
@@ -272,7 +272,7 @@ abstract class C3SkeletonRenderer<
272272 for ( let i = 0 , n = slots . length ; i < n ; i ++ ) {
273273 const slot = slots [ i ] ;
274274 if ( ! slot . bone . active ) continue ;
275- const attachment = slot . applied . attachment ;
275+ const attachment = slot . appliedPose . attachment ;
276276 if ( ! ( attachment instanceof ClippingAttachment ) ) continue ;
277277 const nn = attachment . worldVerticesLength ;
278278 const world = this . tempArray = Utils . setArraySize ( this . tempArray , nn , 0 ) ;
@@ -411,7 +411,7 @@ export class C3RendererRuntime extends C3SkeletonRenderer<IRenderer, C3TextureRu
411411 } ;
412412
413413 public renderDragHandles ( bone : Bone , radius : number ) {
414- const boneApplied = bone . applied ;
414+ const boneApplied = bone . appliedPose ;
415415 const { x : x1 , y : y1 } = this . matrix . skeletonToGame ( boneApplied . worldX , boneApplied . worldY ) ;
416416 this . renderer . setColorFillMode ( ) ;
417417 this . renderer . setColor ( [ 1 , 0 , 0 , .2 ] ) ;
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