@galacean/engine-core 0.9.17 → 0.9.18
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/main.js +4 -7
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +4 -7
- package/dist/module.js +4 -7
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
package/dist/miniprogram.js
CHANGED
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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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22983
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-
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22983
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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);
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@@ -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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23150
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-
} else {
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23151
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-
var index = this._needRevertCurveOwners.indexOf(owner);
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23152
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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));
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@@ -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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23160
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-
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23157
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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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};
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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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-
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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);
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@@ -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);
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package/dist/module.js
CHANGED
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@@ -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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-
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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);
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@@ -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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23145
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-
} else {
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23146
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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));
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@@ -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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-
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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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};
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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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-
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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);
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@@ -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);
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