@galacean/engine-core 1.3.10 → 1.3.11

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.
@@ -6612,13 +6612,17 @@ SlicedSpriteAssembler = __decorate([
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  */ var DisorderedArray = /*#__PURE__*/ function() {
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  function DisorderedArray(count) {
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  if (count === void 0) count = 0;
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- this.length = 0;
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- this._isLooping = false;
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+ /** The length of the array. */ this.length = 0;
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+ this._loopCounter = 0 // Ignore nested loops, use counter to solve the problem
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+ ;
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  this._blankCount = 0;
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  this._elements = new Array(count);
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  }
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  var _proto = DisorderedArray.prototype;
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- _proto.add = function add(element) {
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+ /**
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+ * Add an element to disordered array.
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+ * @param element - The element to be added
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+ */ _proto.add = function add(element) {
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  if (this.length === this._elements.length) {
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  this._elements.push(element);
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  } else {
@@ -6626,18 +6630,29 @@ SlicedSpriteAssembler = __decorate([
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  }
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  this.length++;
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  };
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- _proto.delete = function _delete(element) {
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+ /**
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+ * Delete the specified element.
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+ * @param element - The element to be deleted
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+ */ _proto.delete = function _delete(element) {
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  // @todo: It can be optimized for custom binary search and other algorithms, currently this._elements>=this.length wastes performance.
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  var index = this._elements.indexOf(element);
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  this.deleteByIndex(index);
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  };
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- _proto.set = function set(index, element) {
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+ /**
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+ * Set the element at the specified index.
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+ * @param index - The index of the element to be set
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+ * @param element - The element to be set
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+ */ _proto.set = function set(index, element) {
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  if (index >= this.length) {
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  throw "Index is out of range.";
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  }
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  this._elements[index] = element;
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  };
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- _proto.get = function get(index) {
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+ /**
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+ * Get the element at the specified index.
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+ * @param index - The index of the element to be get
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+ * @returns The element at the specified index
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+ */ _proto.get = function get(index) {
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  if (index >= this.length) {
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  throw "Index is out of range.";
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  }
@@ -6650,7 +6665,7 @@ SlicedSpriteAssembler = __decorate([
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  */ _proto.deleteByIndex = function deleteByIndex(index) {
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  var elements = this._elements;
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  var end;
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- if (this._isLooping) {
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+ if (this._loopCounter > 0) {
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  this._elements[index] = null;
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  this._blankCount++;
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  } else {
@@ -6664,41 +6679,57 @@ SlicedSpriteAssembler = __decorate([
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  }
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  return end;
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  };
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- _proto.forEach = function forEach(callbackFn, swapFn) {
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+ /**
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+ * Loop through all elements.
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+ * @param callbackFn - The callback function
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+ * @param swapFn - The swap function can process the element after the callback function, it will be called after end looping(`isLopping` = true)
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+ */ _proto.forEach = function forEach(callbackFn, swapFn) {
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  this._startLoop();
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  var elements = this._elements;
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  for(var i = 0, n = this.length; i < n; i++){
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  var element = elements[i];
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- element && callbackFn(element);
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+ element && callbackFn(element, i);
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  }
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  this._endLoop(swapFn);
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  };
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- _proto.forEachAndClean = function forEachAndClean(callbackFn, swapFn) {
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+ /**
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+ * Loop through all elements and clean up the blank elements.
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+ * @param callbackFn - The callback function
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+ * @param swapFn - The swap function can process the element after the callback function, it will be called after end looping(`isLopping` = true)
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+ */ _proto.forEachAndClean = function forEachAndClean(callbackFn, swapFn) {
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  this._startLoop();
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  var preEnd = this.length;
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  var elements = this._elements;
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  for(var i = 0, n = preEnd; i < n; i++){
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  var element = elements[i];
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- element && callbackFn(element);
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+ element && callbackFn(element, i);
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  }
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  this._endLoopAndClean(preEnd, elements, swapFn);
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  };
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- _proto.sort = function sort(compareFn) {
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+ /**
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+ * Sort the array.
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+ * @param compareFn - The comparison function
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+ */ _proto.sort = function sort(compareFn) {
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  Utils._quickSort(this._elements, 0, this.length, compareFn);
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  };
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- _proto.garbageCollection = function garbageCollection() {
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+ /**
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+ * Garbage collection, clean up all cached elements.
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+ */ _proto.garbageCollection = function garbageCollection() {
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  this._elements.length = this.length;
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  };
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  _proto._startLoop = function _startLoop() {
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- this._isLooping = true;
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+ ++this._loopCounter;
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  };
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  _proto._endLoop = function _endLoop(swapFn) {
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- this._isLooping = false;
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+ if (--this._loopCounter !== 0) {
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+ return;
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+ }
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  if (this._blankCount) {
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  var from = 0;
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  var to = this.length - 1;
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  var elements = this._elements;
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  partition: do {
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+ var _swapFn;
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  while(elements[from])if (++from >= to) {
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  break partition;
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  }
@@ -6706,7 +6737,7 @@ SlicedSpriteAssembler = __decorate([
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  break partition;
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  }
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  var swapElement = elements[to];
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- swapFn(swapElement, from);
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+ (_swapFn = swapFn) == null ? void 0 : _swapFn(swapElement, from);
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  elements[from++] = swapElement;
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  elements[to--] = null;
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  }while (from < to);
@@ -6715,18 +6746,31 @@ SlicedSpriteAssembler = __decorate([
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  }
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  };
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  _proto._endLoopAndClean = function _endLoopAndClean(preEnd, elements, swapFn) {
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+ if (--this._loopCounter !== 0) {
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+ return;
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+ }
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  var index = 0;
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  for(var i = preEnd, n = this.length; i < n; i++){
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+ var _swapFn;
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  var element = elements[i];
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  if (!element) continue;
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  elements[index] = element;
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- swapFn(element, index);
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+ (_swapFn = swapFn) == null ? void 0 : _swapFn(element, index);
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  index++;
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  }
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- this._isLooping = false;
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  this.length = index;
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  this._blankCount = 0;
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  };
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+ _create_class(DisorderedArray, [
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+ {
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+ key: "isLopping",
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+ get: /**
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+ * Get whether the array is in the loop.
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+ */ function get() {
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+ return this._loopCounter > 0;
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+ }
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+ }
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+ ]);
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  return DisorderedArray;
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  }();
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@@ -34465,6 +34509,7 @@ exports.CubeProbe = CubeProbe;
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  exports.CurveKey = CurveKey;
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  exports.DepthState = DepthState;
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  exports.DirectLight = DirectLight;
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+ exports.DisorderedArray = DisorderedArray;
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  exports.DynamicCollider = DynamicCollider;
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  exports.EmissionModule = EmissionModule;
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  exports.Engine = Engine;
package/dist/module.js CHANGED
@@ -6607,13 +6607,17 @@ SlicedSpriteAssembler = __decorate([
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  */ var DisorderedArray = /*#__PURE__*/ function() {
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  function DisorderedArray(count) {
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  if (count === void 0) count = 0;
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- this.length = 0;
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- this._isLooping = false;
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+ /** The length of the array. */ this.length = 0;
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+ this._loopCounter = 0 // Ignore nested loops, use counter to solve the problem
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+ ;
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  this._blankCount = 0;
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  this._elements = new Array(count);
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  }
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  var _proto = DisorderedArray.prototype;
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- _proto.add = function add(element) {
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+ /**
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+ * Add an element to disordered array.
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+ * @param element - The element to be added
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+ */ _proto.add = function add(element) {
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  if (this.length === this._elements.length) {
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  this._elements.push(element);
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  } else {
@@ -6621,18 +6625,29 @@ SlicedSpriteAssembler = __decorate([
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  }
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  this.length++;
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  };
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- _proto.delete = function _delete(element) {
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+ /**
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+ * Delete the specified element.
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+ * @param element - The element to be deleted
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+ */ _proto.delete = function _delete(element) {
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  // @todo: It can be optimized for custom binary search and other algorithms, currently this._elements>=this.length wastes performance.
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  var index = this._elements.indexOf(element);
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  this.deleteByIndex(index);
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  };
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- _proto.set = function set(index, element) {
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+ /**
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+ * Set the element at the specified index.
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+ * @param index - The index of the element to be set
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+ * @param element - The element to be set
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+ */ _proto.set = function set(index, element) {
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  if (index >= this.length) {
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  throw "Index is out of range.";
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  }
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  this._elements[index] = element;
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  };
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- _proto.get = function get(index) {
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+ /**
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+ * Get the element at the specified index.
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+ * @param index - The index of the element to be get
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+ * @returns The element at the specified index
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+ */ _proto.get = function get(index) {
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  if (index >= this.length) {
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  throw "Index is out of range.";
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  }
@@ -6645,7 +6660,7 @@ SlicedSpriteAssembler = __decorate([
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  */ _proto.deleteByIndex = function deleteByIndex(index) {
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  var elements = this._elements;
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  var end;
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- if (this._isLooping) {
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+ if (this._loopCounter > 0) {
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  this._elements[index] = null;
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  this._blankCount++;
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  } else {
@@ -6659,41 +6674,57 @@ SlicedSpriteAssembler = __decorate([
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  }
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  return end;
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  };
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- _proto.forEach = function forEach(callbackFn, swapFn) {
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+ /**
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+ * Loop through all elements.
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+ * @param callbackFn - The callback function
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+ * @param swapFn - The swap function can process the element after the callback function, it will be called after end looping(`isLopping` = true)
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+ */ _proto.forEach = function forEach(callbackFn, swapFn) {
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  this._startLoop();
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  var elements = this._elements;
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  for(var i = 0, n = this.length; i < n; i++){
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  var element = elements[i];
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- element && callbackFn(element);
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+ element && callbackFn(element, i);
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  }
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  this._endLoop(swapFn);
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  };
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- _proto.forEachAndClean = function forEachAndClean(callbackFn, swapFn) {
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+ /**
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+ * Loop through all elements and clean up the blank elements.
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+ * @param callbackFn - The callback function
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+ * @param swapFn - The swap function can process the element after the callback function, it will be called after end looping(`isLopping` = true)
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+ */ _proto.forEachAndClean = function forEachAndClean(callbackFn, swapFn) {
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  this._startLoop();
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  var preEnd = this.length;
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  var elements = this._elements;
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  for(var i = 0, n = preEnd; i < n; i++){
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  var element = elements[i];
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- element && callbackFn(element);
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+ element && callbackFn(element, i);
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  }
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  this._endLoopAndClean(preEnd, elements, swapFn);
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  };
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- _proto.sort = function sort(compareFn) {
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+ /**
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+ * Sort the array.
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+ * @param compareFn - The comparison function
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+ */ _proto.sort = function sort(compareFn) {
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  Utils._quickSort(this._elements, 0, this.length, compareFn);
6683
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  };
6684
- _proto.garbageCollection = function garbageCollection() {
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+ /**
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+ * Garbage collection, clean up all cached elements.
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+ */ _proto.garbageCollection = function garbageCollection() {
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  this._elements.length = this.length;
6686
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  };
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  _proto._startLoop = function _startLoop() {
6688
- this._isLooping = true;
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+ ++this._loopCounter;
6689
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  };
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  _proto._endLoop = function _endLoop(swapFn) {
6691
- this._isLooping = false;
6719
+ if (--this._loopCounter !== 0) {
6720
+ return;
6721
+ }
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  if (this._blankCount) {
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  var from = 0;
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  var to = this.length - 1;
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  var elements = this._elements;
6696
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  partition: do {
6727
+ var _swapFn;
6697
6728
  while(elements[from])if (++from >= to) {
6698
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  break partition;
6699
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  }
@@ -6701,7 +6732,7 @@ SlicedSpriteAssembler = __decorate([
6701
6732
  break partition;
6702
6733
  }
6703
6734
  var swapElement = elements[to];
6704
- swapFn(swapElement, from);
6735
+ (_swapFn = swapFn) == null ? void 0 : _swapFn(swapElement, from);
6705
6736
  elements[from++] = swapElement;
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6737
  elements[to--] = null;
6707
6738
  }while (from < to);
@@ -6710,18 +6741,31 @@ SlicedSpriteAssembler = __decorate([
6710
6741
  }
6711
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  };
6712
6743
  _proto._endLoopAndClean = function _endLoopAndClean(preEnd, elements, swapFn) {
6744
+ if (--this._loopCounter !== 0) {
6745
+ return;
6746
+ }
6713
6747
  var index = 0;
6714
6748
  for(var i = preEnd, n = this.length; i < n; i++){
6749
+ var _swapFn;
6715
6750
  var element = elements[i];
6716
6751
  if (!element) continue;
6717
6752
  elements[index] = element;
6718
- swapFn(element, index);
6753
+ (_swapFn = swapFn) == null ? void 0 : _swapFn(element, index);
6719
6754
  index++;
6720
6755
  }
6721
- this._isLooping = false;
6722
6756
  this.length = index;
6723
6757
  this._blankCount = 0;
6724
6758
  };
6759
+ _create_class(DisorderedArray, [
6760
+ {
6761
+ key: "isLopping",
6762
+ get: /**
6763
+ * Get whether the array is in the loop.
6764
+ */ function get() {
6765
+ return this._loopCounter > 0;
6766
+ }
6767
+ }
6768
+ ]);
6725
6769
  return DisorderedArray;
6726
6770
  }();
6727
6771
 
@@ -34415,5 +34459,5 @@ var cacheDir = new Vector3();
34415
34459
  return CubeProbe;
34416
34460
  }(Probe);
34417
34461
 
34418
- export { AmbientLight, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorCondition, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorControllerParameter, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AssetPromise, AssetType, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoxColliderShape, BoxShape, Buffer, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraType, Canvas, CapsuleColliderShape, CharacterController, CircleShape, ClearableObjectPool, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, CollisionDetectionMode, ColorOverLifetimeModule, ColorSpace, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EventDispatcher, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, GradientAlphaKey, GradientColorKey, HemisphereShape, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, LayerPathMask, Light, Loader, Logger, MSAASamples, MainModule, Material, Mesh, MeshRenderer, MeshTopology, ModelMesh, OverflowMode, PBRBaseMaterial, PBRMaterial, PBRSpecularMaterial, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerPhase, Primitive, PrimitiveMesh, Probe, RasterState, ReferResource, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueType, RenderState, RenderStateElementKey as RenderStateDataKey, RenderTarget, RenderTargetBlendState, Renderer, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, SafeLoopArray, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderFactory, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderPlatformTarget, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SphereColliderShape, SphereShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureWrapMode, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, Transform, UnlitMaterial, Utils, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, XRManager, _PostProcessManager, assignmentClone, deepClone, dependentComponents, ignoreClone, request, resourceLoader, shallowClone };
34462
+ export { AmbientLight, AnimationArrayCurve, AnimationBoolCurve, AnimationClip, AnimationClipCurveBinding, AnimationColorCurve, AnimationCurve, AnimationEvent, AnimationFloatArrayCurve, AnimationFloatCurve, AnimationQuaternionCurve, AnimationRectCurve, AnimationRefCurve, AnimationStringCurve, AnimationVector2Curve, AnimationVector3Curve, AnimationVector4Curve, Animator, AnimatorCondition, AnimatorConditionMode, AnimatorController, AnimatorControllerLayer, AnimatorControllerParameter, AnimatorCullingMode, AnimatorLayerBlendingMode, AnimatorLayerMask, AnimatorState, AnimatorStateMachine, AnimatorStateTransition, AssetPromise, AssetType, Background, BackgroundMode, BackgroundTextureFillMode, BaseMaterial, BasicRenderPipeline, BlendFactor, BlendMode, BlendOperation, BlendShape, BlendShapeFrame, BlendState, BlinnPhongMaterial, BloomDownScaleMode, BloomEffect, BoolUpdateFlag, BoxColliderShape, BoxShape, Buffer, BufferBindFlag, BufferMesh, BufferUsage, BufferUtil, Burst, Camera, CameraClearFlags, CameraType, Canvas, CapsuleColliderShape, CharacterController, CircleShape, ClearableObjectPool, CloneManager, Collider, ColliderShape, ColliderShapeUpAxis, CollisionDetectionMode, ColorOverLifetimeModule, ColorSpace, ColorWriteMask, CompareFunction, Component, ConeEmitType, ConeShape, ContentRestorer, ControllerCollisionFlag, ControllerNonWalkableMode, CubeProbe, CullMode, CurveKey, DataType, DependentMode, DepthState, DepthTextureMode, DiffuseMode, DirectLight, DisorderedArray, Downsampling, DynamicCollider, DynamicColliderConstraints, EmissionModule, Engine, EngineObject, Entity, EventDispatcher, FixedJoint, FogMode, Font, FontStyle, GLCapabilityType, GradientAlphaKey, GradientColorKey, HemisphereShape, HingeJoint, HitResult, IndexBufferBinding, IndexFormat, InputManager, InterpolationType, Joint, JointLimits, JointMotor, Keyframe, Keys, Layer, LayerPathMask, Light, Loader, Logger, MSAASamples, MainModule, Material, Mesh, MeshRenderer, MeshTopology, ModelMesh, OverflowMode, PBRBaseMaterial, PBRMaterial, PBRSpecularMaterial, ParticleCompositeCurve, ParticleCompositeGradient, ParticleCurve, ParticleCurveMode, ParticleGenerator, ParticleGradient, ParticleGradientMode, ParticleMaterial, ParticleRenderMode, ParticleRenderer, ParticleScaleMode, ParticleShapeArcMode, ParticleShapeType, ParticleSimulationSpace, ParticleStopMode, PhysicsMaterial, PhysicsMaterialCombineMode, PhysicsScene, PipelineStage, PlaneColliderShape, Platform, PointLight, Pointer, PointerButton, PointerPhase, Primitive, PrimitiveMesh, Probe, RasterState, ReferResource, RenderBufferDepthFormat, RenderFace, RenderQueue, RenderQueueType, RenderState, RenderStateElementKey as RenderStateDataKey, RenderTarget, RenderTargetBlendState, Renderer, ReplacementFailureStrategy, ResourceManager, ReturnableObjectPool, RotationOverLifetimeModule, SafeLoopArray, Scene, SceneManager, Script, SetDataOptions, Shader, ShaderData, ShaderFactory, ShaderLib, ShaderMacro, ShaderMacroCollection, ShaderPass, ShaderPlatformTarget, ShaderProperty, ShaderPropertyType, ShaderTagKey, ShadowCascadesMode, ShadowResolution, ShadowType, SizeOverLifetimeModule, Skin, SkinnedMeshRenderer, Sky, SkyBoxMaterial, SkyProceduralMaterial, SphereColliderShape, SphereShape, SpotLight, SpringJoint, Sprite, SpriteAtlas, SpriteDrawMode, SpriteMask, SpriteMaskInteraction, SpriteMaskLayer, SpriteRenderer, SpriteTileMode, StateMachineScript, StaticCollider, StencilOperation, StencilState, SubMesh, SubPrimitive, SubShader, SunMode, SystemInfo, TextHorizontalAlignment, TextRenderer, TextUtils, TextVerticalAlignment, Texture, Texture2D, Texture2DArray, TextureCoordinate, TextureCube, TextureCubeFace, TextureDepthCompareFunction, TextureFilterMode, TextureFormat, TextureSheetAnimationModule, TextureUsage, TextureWrapMode, Time, TonemappingEffect, TonemappingMode, TrailMaterial, TrailRenderer, Transform, UnlitMaterial, Utils, VelocityOverLifetimeModule, VertexAttribute, VertexBufferBinding, VertexElement, VertexElementFormat, WrapMode, XRManager, _PostProcessManager, assignmentClone, deepClone, dependentComponents, ignoreClone, request, resourceLoader, shallowClone };
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  //# sourceMappingURL=module.js.map