@galacean/engine-core 1.3.3 → 1.3.6
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 +36 -20
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +36 -20
- package/dist/module.js +36 -20
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/physics/CharacterController.d.ts +1 -0
package/dist/main.js
CHANGED
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@@ -10759,6 +10759,9 @@ var SubRenderElement = /*#__PURE__*/ function() {
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__decorate([
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assignmentClone
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], SpriteMask.prototype, "influenceLayers", void 0);
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10762
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+
__decorate([
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ignoreClone
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], SpriteMask.prototype, "_renderElement", void 0);
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__decorate([
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ignoreClone
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], SpriteMask.prototype, "_subChunk", void 0);
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@@ -11169,9 +11172,12 @@ var /**
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// Safari gets data confusion through getImageData when the canvas width is not an integer.
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// The measure text width of some special invisible characters may be 0, so make sure the width is at least 1.
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// @todo: Text layout may vary from standard and not support emoji.
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-
var
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var _context_measureText = context.measureText(measureString), actualBoundingBoxLeft = _context_measureText.actualBoundingBoxLeft, actualBoundingBoxRight = _context_measureText.actualBoundingBoxRight, actualWidth = _context_measureText.width;
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// In some case (ex: " "), actualBoundingBoxRight and actualBoundingBoxLeft will be 0, so use width.
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-
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// TODO: With testing, actualBoundingBoxLeft + actualBoundingBoxRight is the actual rendering width
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// but the space rules between characters are unclear. Using actualBoundingBoxRight + Math.abs(actualBoundingBoxLeft) is the closest to the native effect.
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var width = Math.max(1, Math.round(Math.max(actualBoundingBoxRight + Math.abs(actualBoundingBoxLeft), actualWidth)));
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// Make sure enough width.
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var baseline = Math.ceil(context.measureText(TextUtils._measureBaseline).width);
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var height = baseline * TextUtils._heightMultiplier;
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baseline = TextUtils._baselineMultiplier * baseline | 0;
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@@ -11185,7 +11191,11 @@ var /**
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context.clearRect(0, 0, width, height);
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context.textBaseline = "middle";
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context.fillStyle = "#fff";
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-
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if (actualBoundingBoxLeft > 0) {
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context.fillText(measureString, actualBoundingBoxLeft, baseline);
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} else {
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context.fillText(measureString, 0, baseline);
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}
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var colorData = context.getImageData(0, 0, width, height).data;
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var len = colorData.length;
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var top = -1;
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@@ -11229,9 +11239,9 @@ var /**
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y: 0,
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w: width,
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h: size,
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-
offsetX: 0,
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+
offsetX: actualBoundingBoxLeft > 0 ? actualBoundingBoxLeft : 0,
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offsetY: (ascent - descent) * 0.5,
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-
xAdvance:
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+
xAdvance: Math.round(actualWidth),
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uvs: [
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new engineMath.Vector2(),
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new engineMath.Vector2(),
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@@ -11800,7 +11810,7 @@ var /**
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j === firstRow && (minX = Math.min(minX, left));
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maxX = Math.max(maxX, right);
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}
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-
startX += charInfo.xAdvance;
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+
startX += charInfo.xAdvance + charInfo.offsetX;
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}
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}
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startY -= lineHeight;
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@@ -12630,8 +12640,6 @@ var BufferUtil = /*#__PURE__*/ function() {
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_this = ReferResource1.call(this, engine) || this;
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/** @internal */ _this._renderStates = [] // todo: later will as a part of shaderData when shader effect frame is OK, that is more powerful and flexible.
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;
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-
/** @internal */ _this._priority = 0 // todo: temporary resolution of submesh rendering order issue.
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-
;
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_this._shaderData = new ShaderData(ShaderDataGroup.Material);
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_this.shader = shader;
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return _this;
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@@ -18881,7 +18889,7 @@ var ObjectPool = /*#__PURE__*/ function() {
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* @internal
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*/ var PrimitiveChunkManager = /*#__PURE__*/ function() {
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function PrimitiveChunkManager(engine, maxVertexCount) {
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-
if (maxVertexCount === void 0) maxVertexCount =
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+
if (maxVertexCount === void 0) maxVertexCount = 4096;
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this.engine = engine;
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this.maxVertexCount = maxVertexCount;
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this.primitiveChunks = new Array();
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@@ -18922,9 +18930,6 @@ var ObjectPool = /*#__PURE__*/ function() {
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};
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return PrimitiveChunkManager;
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}();
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-
(function() {
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/** The maximum number of vertex. */ PrimitiveChunkManager.MAX_VERTEX_COUNT = 4096;
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-
})();
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/**
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* @internal
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@@ -20927,6 +20932,8 @@ var Collision = function Collision() {
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_this._setUpDirection = _this._setUpDirection.bind(_assert_this_initialized(_this));
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//@ts-ignore
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_this._upDirection._onValueChanged = _this._setUpDirection;
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+
// sync world position to physical space
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_this._onUpdate();
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return _this;
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}
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var _proto = CharacterController.prototype;
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@@ -20937,7 +20944,9 @@ var Collision = function Collision() {
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* @param elapsedTime - Time elapsed since last call
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* @return flags - The ControllerCollisionFlag
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*/ _proto.move = function move(disp, minDist, elapsedTime) {
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-
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var flags = this._nativeCollider.move(disp, minDist, elapsedTime);
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this._syncWorldPositionFromPhysicalSpace();
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return flags;
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};
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/**
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* Add collider shape on this controller.
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@@ -20973,8 +20982,7 @@ var Collision = function Collision() {
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/**
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* @internal
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*/ _proto._onLateUpdate = function _onLateUpdate() {
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-
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this._nativeCollider.getWorldPosition(position);
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this._syncWorldPositionFromPhysicalSpace();
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this._updateFlag.flag = false;
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};
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/**
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@@ -20997,6 +21005,9 @@ var Collision = function Collision() {
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physics._removeColliderShape(shapes[i]);
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}
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};
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_proto._syncWorldPositionFromPhysicalSpace = function _syncWorldPositionFromPhysicalSpace() {
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this._nativeCollider.getWorldPosition(this.entity.transform.worldPosition);
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};
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_proto._setUpDirection = function _setUpDirection() {
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this._nativeCollider.setUpDirection(this._upDirection);
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};
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@@ -28681,7 +28692,9 @@ exports.AnimatorLayerBlendingMode = void 0;
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// Precalculate to get the transition
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srcPlayData.update(playDeltaTime);
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var clipTime = srcPlayData.clipTime, isForwards = srcPlayData.isForwards;
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-
var
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var transitions = state.transitions;
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var anyStateTransitions = layer.stateMachine.anyStateTransitions;
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var transition = anyStateTransitions.length && this._applyTransitionsByCondition(layerIndex, layerData, layer, state, anyStateTransitions, aniUpdate) || transitions.length && this._applyStateTransitions(layerIndex, layerData, layer, isForwards, srcPlayData, transitions, lastClipTime, clipTime, playDeltaTime, aniUpdate);
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var playCostTime;
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if (transition) {
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var clipDuration = state.clip.length;
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@@ -28765,7 +28778,7 @@ exports.AnimatorLayerBlendingMode = void 0;
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playedTime - dstPlayDeltaTime > transitionDuration ? // -(transitionDuration - playedTime)
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playedTime - transitionDuration : dstPlayDeltaTime;
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}
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var actualCostTime = dstPlaySpeed === 0 ?
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var actualCostTime = dstPlaySpeed === 0 ? deltaTime : dstPlayCostTime / dstPlaySpeed;
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var srcPlayCostTime = actualCostTime * srcPlaySpeed;
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srcPlayData.update(srcPlayCostTime);
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destPlayData.update(dstPlayCostTime);
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@@ -28773,6 +28786,7 @@ exports.AnimatorLayerBlendingMode = void 0;
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(crossWeight >= 1.0 - engineMath.MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
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var crossFadeFinished = crossWeight === 1.0;
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if (crossFadeFinished) {
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srcPlayData.playState = AnimatorStatePlayState.Finished;
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this._preparePlayOwner(layerData, destState);
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this._evaluatePlayingState(destPlayData, weight, additive, aniUpdate);
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} else {
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@@ -28827,7 +28841,7 @@ exports.AnimatorLayerBlendingMode = void 0;
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playedTime - playDeltaTime > transitionDuration ? // -(transitionDuration - playedTime)
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playedTime - transitionDuration : playDeltaTime;
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}
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var actualCostTime = playSpeed === 0 ?
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var actualCostTime = playSpeed === 0 ? deltaTime : dstPlayCostTime / playSpeed;
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destPlayData.update(dstPlayCostTime);
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var crossWeight = Math.abs(destPlayData.frameTime) / transitionDuration;
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(crossWeight >= 1.0 - engineMath.MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
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@@ -28867,14 +28881,16 @@ exports.AnimatorLayerBlendingMode = void 0;
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}
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};
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_proto._updateFinishedState = function _updateFinishedState(layerIndex, layerData, layer, weight, additive, deltaTime, aniUpdate) {
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-
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layer.stateMachine;
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var playData = layerData.srcPlayData;
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var state = playData.state;
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var actualSpeed = state.speed * this.speed;
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var actualDeltaTime = actualSpeed * deltaTime;
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playData.updateOrientation(actualDeltaTime);
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var clipTime = playData.clipTime, isForwards = playData.isForwards;
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var
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var transitions = state.transitions;
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var anyStateTransitions = layer.stateMachine.anyStateTransitions;
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var transition = anyStateTransitions.length && this._applyTransitionsByCondition(layerIndex, layerData, layer, state, anyStateTransitions, aniUpdate) || transitions.length && this._applyStateTransitions(layerIndex, layerData, layer, isForwards, playData, transitions, clipTime, clipTime, actualDeltaTime, aniUpdate);
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if (transition) {
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this._updateState(layerIndex, layerData, layer, deltaTime, aniUpdate);
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} else {
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