@galacean/engine-core 0.9.17 → 0.9.18

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@@ -22980,7 +22980,7 @@ exports.AnimatorLayerBlendingMode = void 0;
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  return;
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  }
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  if (!state.clip) {
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- console.warn("The state named " + stateName + " has no AnimationClip data.");
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+ Logger.warn("The state named " + stateName + " has no AnimationClip data.");
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  return;
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  }
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  var animatorLayerData = this._getAnimatorLayerData(playLayerIndex);
@@ -23147,9 +23147,6 @@ exports.AnimatorLayerBlendingMode = void 0;
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  //@todo: There is performance waste here, which will be handled together with organizing AnimatorStateData later. The logic is changing from runtime to initialization.
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  if (needRevert) {
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  this._needRevertCurveOwners.push(owner);
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- } else {
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- var index = this._needRevertCurveOwners.indexOf(owner);
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- index > -1 && this._needRevertCurveOwners.splice(index, 1);
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  }
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  // Get layer owner
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  var layerPropertyOwners = (_layerCurveOwnerPool = layerCurveOwnerPool)[_instanceId1 = instanceId] || (_layerCurveOwnerPool[_instanceId1] = Object.create(null));
@@ -23157,7 +23154,7 @@ exports.AnimatorLayerBlendingMode = void 0;
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  curveLayerOwner[i] = layerOwner;
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  } else {
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  curveLayerOwner[i] = null;
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- console.warn("The entity don't have the child entity which path is " + curve.relativePath + ".");
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+ Logger.warn("The entity don't have the child entity which path is " + curve.relativePath + ".");
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  }
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  }
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  };
@@ -23455,7 +23452,7 @@ exports.AnimatorLayerBlendingMode = void 0;
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  return;
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  }
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  if (!crossState.clip) {
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- console.warn("The state named " + name + " has no AnimationClip data.");
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+ Logger.warn("The state named " + name + " has no AnimationClip data.");
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  return;
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  }
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  var animatorLayerData = this._getAnimatorLayerData(playLayerIndex);
@@ -23467,12 +23464,12 @@ exports.AnimatorLayerBlendingMode = void 0;
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  destPlayData.reset(crossState, animatorStateData, offset);
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  switch(layerState){
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  case LayerState.Standby:
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+ case LayerState.Finished:
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  animatorLayerData.layerState = LayerState.FixedCrossFading;
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  this._clearCrossData(animatorLayerData);
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  this._prepareStandbyCrossFading(animatorLayerData);
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  break;
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  case LayerState.Playing:
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- case LayerState.Finished:
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  animatorLayerData.layerState = LayerState.CrossFading;
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  this._clearCrossData(animatorLayerData);
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  this._prepareCrossFading(animatorLayerData);
package/dist/module.js CHANGED
@@ -22975,7 +22975,7 @@ var AnimatorLayerBlendingMode;
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  return;
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  }
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  if (!state.clip) {
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- console.warn("The state named " + stateName + " has no AnimationClip data.");
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+ Logger.warn("The state named " + stateName + " has no AnimationClip data.");
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  return;
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  }
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  var animatorLayerData = this._getAnimatorLayerData(playLayerIndex);
@@ -23142,9 +23142,6 @@ var AnimatorLayerBlendingMode;
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  //@todo: There is performance waste here, which will be handled together with organizing AnimatorStateData later. The logic is changing from runtime to initialization.
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  if (needRevert) {
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  this._needRevertCurveOwners.push(owner);
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- } else {
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- var index = this._needRevertCurveOwners.indexOf(owner);
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- index > -1 && this._needRevertCurveOwners.splice(index, 1);
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  }
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  // Get layer owner
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  var layerPropertyOwners = (_layerCurveOwnerPool = layerCurveOwnerPool)[_instanceId1 = instanceId] || (_layerCurveOwnerPool[_instanceId1] = Object.create(null));
@@ -23152,7 +23149,7 @@ var AnimatorLayerBlendingMode;
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  curveLayerOwner[i] = layerOwner;
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  } else {
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  curveLayerOwner[i] = null;
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- console.warn("The entity don't have the child entity which path is " + curve.relativePath + ".");
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+ Logger.warn("The entity don't have the child entity which path is " + curve.relativePath + ".");
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  }
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  }
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  };
@@ -23450,7 +23447,7 @@ var AnimatorLayerBlendingMode;
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  return;
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  }
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  if (!crossState.clip) {
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- console.warn("The state named " + name + " has no AnimationClip data.");
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+ Logger.warn("The state named " + name + " has no AnimationClip data.");
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  return;
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  }
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  var animatorLayerData = this._getAnimatorLayerData(playLayerIndex);
@@ -23462,12 +23459,12 @@ var AnimatorLayerBlendingMode;
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  destPlayData.reset(crossState, animatorStateData, offset);
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  switch(layerState){
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  case LayerState.Standby:
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+ case LayerState.Finished:
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  animatorLayerData.layerState = LayerState.FixedCrossFading;
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  this._clearCrossData(animatorLayerData);
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  this._prepareStandbyCrossFading(animatorLayerData);
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  break;
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  case LayerState.Playing:
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- case LayerState.Finished:
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  animatorLayerData.layerState = LayerState.CrossFading;
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  this._clearCrossData(animatorLayerData);
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  this._prepareCrossFading(animatorLayerData);