updates the world transform for each bone . concode_field_sep Array<Slot> slots concode_elem_sep SkeletonData data concode_elem_sep Color color concode_elem_sep Array<Bone> bones concode_elem_sep Array<Slot> drawOrder concode_elem_sep Skin skin concode_elem_sep float x concode_elem_sep float y concode_elem_sep float time concode_elem_sep boolean flipX concode_elem_sep boolean flipY concode_field_sep void setY concode_elem_sep void setX concode_elem_sep float getTime concode_elem_sep void setBonesToSetupPose concode_elem_sep int findSlotIndex concode_elem_sep void update concode_elem_sep void setPosition concode_elem_sep Array<Bone> getBones concode_elem_sep Slot findSlot concode_elem_sep Array<Slot> getSlots concode_elem_sep Bone getRootBone concode_elem_sep SkeletonData getData concode_elem_sep void setTime concode_elem_sep Bone findBone concode_elem_sep Attachment getAttachment concode_elem_sep Attachment getAttachment concode_elem_sep Color getColor concode_elem_sep void setSkin concode_elem_sep void setSkin concode_elem_sep void setFlipY concode_elem_sep void setFlipX concode_elem_sep float getX concode_elem_sep float getY concode_elem_sep void setToSetupPose concode_elem_sep void setSlotsToSetupPose concode_elem_sep void setDrawOrder concode_elem_sep Skin getSkin concode_elem_sep boolean getFlipX concode_elem_sep int findBoneIndex concode_elem_sep void setAttachment concode_elem_sep String toString concode_elem_sep boolean getFlipY concode_elem_sep Array<Slot> getDrawOrder
void function ( ) { boolean loc0 = this . flipX ; boolean loc1 = this . flipY ; Array < Bone > loc2 = this . bones ; for ( int loc3 = 0 , loc4 = loc2 . size ; loc3 < loc4 ; loc3 ++ ) loc2 . get ( loc3 ) . updateWorldTransform ( loc0 , loc1 ) ; }