@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.
@@ -10760,6 +10760,9 @@ var SubRenderElement = /*#__PURE__*/ function() {
10760
10760
  __decorate([
10761
10761
  assignmentClone
10762
10762
  ], SpriteMask.prototype, "influenceLayers", void 0);
10763
+ __decorate([
10764
+ ignoreClone
10765
+ ], SpriteMask.prototype, "_renderElement", void 0);
10763
10766
  __decorate([
10764
10767
  ignoreClone
10765
10768
  ], SpriteMask.prototype, "_subChunk", void 0);
@@ -11170,9 +11173,12 @@ var /**
11170
11173
  // Safari gets data confusion through getImageData when the canvas width is not an integer.
11171
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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.
11172
11175
  // @todo: Text layout may vary from standard and not support emoji.
11173
- var textMetrics = context.measureText(measureString);
11176
+ var _context_measureText = context.measureText(measureString), actualBoundingBoxLeft = _context_measureText.actualBoundingBoxLeft, actualBoundingBoxRight = _context_measureText.actualBoundingBoxRight, actualWidth = _context_measureText.width;
11174
11177
  // In some case (ex: " "), actualBoundingBoxRight and actualBoundingBoxLeft will be 0, so use width.
11175
- var width = Math.max(1, Math.round(textMetrics.actualBoundingBoxRight - textMetrics.actualBoundingBoxLeft || textMetrics.width));
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+ // TODO: With testing, actualBoundingBoxLeft + actualBoundingBoxRight is the actual rendering width
11179
+ // 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.
11176
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  var baseline = Math.ceil(context.measureText(TextUtils._measureBaseline).width);
11177
11183
  var height = baseline * TextUtils._heightMultiplier;
11178
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  baseline = TextUtils._baselineMultiplier * baseline | 0;
@@ -11186,7 +11192,11 @@ var /**
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  context.clearRect(0, 0, width, height);
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  context.textBaseline = "middle";
11188
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  context.fillStyle = "#fff";
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- context.fillText(measureString, 0, baseline);
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+ if (actualBoundingBoxLeft > 0) {
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+ context.fillText(measureString, actualBoundingBoxLeft, baseline);
11197
+ } else {
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+ context.fillText(measureString, 0, baseline);
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+ }
11190
11200
  var colorData = context.getImageData(0, 0, width, height).data;
11191
11201
  var len = colorData.length;
11192
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  var top = -1;
@@ -11230,9 +11240,9 @@ 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: width,
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+ xAdvance: Math.round(actualWidth),
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  uvs: [
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  new miniprogram.Vector2(),
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  new miniprogram.Vector2(),
@@ -11801,7 +11811,7 @@ var /**
11801
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  j === firstRow && (minX = Math.min(minX, left));
11802
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  maxX = Math.max(maxX, right);
11803
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  }
11804
- startX += charInfo.xAdvance;
11814
+ startX += charInfo.xAdvance + charInfo.offsetX;
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  }
11806
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  }
11807
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  startY -= lineHeight;
@@ -12631,8 +12641,6 @@ 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;
@@ -18882,7 +18890,7 @@ 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) {
18885
- if (maxVertexCount === void 0) maxVertexCount = PrimitiveChunkManager.MAX_VERTEX_COUNT;
18893
+ if (maxVertexCount === void 0) maxVertexCount = 4096;
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18894
  this.engine = engine;
18887
18895
  this.maxVertexCount = maxVertexCount;
18888
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  this.primitiveChunks = new Array();
@@ -18923,9 +18931,6 @@ var ObjectPool = /*#__PURE__*/ function() {
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  };
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  return PrimitiveChunkManager;
18925
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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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- })();
18929
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  /**
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  * @internal
@@ -20928,6 +20933,8 @@ var Collision = function Collision() {
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  _this._setUpDirection = _this._setUpDirection.bind(_assert_this_initialized(_this));
20929
20934
  //@ts-ignore
20930
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  _this._upDirection._onValueChanged = _this._setUpDirection;
20936
+ // sync world position to physical space
20937
+ _this._onUpdate();
20931
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  return _this;
20932
20939
  }
20933
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  var _proto = CharacterController.prototype;
@@ -20938,7 +20945,9 @@ var Collision = function Collision() {
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  * @param elapsedTime - Time elapsed since last call
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  * @return flags - The ControllerCollisionFlag
20940
20947
  */ _proto.move = function move(disp, minDist, elapsedTime) {
20941
- return this._nativeCollider.move(disp, minDist, elapsedTime);
20948
+ var flags = this._nativeCollider.move(disp, minDist, elapsedTime);
20949
+ this._syncWorldPositionFromPhysicalSpace();
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+ return flags;
20942
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  };
20943
20952
  /**
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  * Add collider shape on this controller.
@@ -20974,8 +20983,7 @@ var Collision = function Collision() {
20974
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  /**
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  * @internal
20976
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  */ _proto._onLateUpdate = function _onLateUpdate() {
20977
- var position = this.entity.transform.worldPosition;
20978
- this._nativeCollider.getWorldPosition(position);
20986
+ this._syncWorldPositionFromPhysicalSpace();
20979
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  this._updateFlag.flag = false;
20980
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  };
20981
20989
  /**
@@ -20998,6 +21006,9 @@ var Collision = function Collision() {
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  physics._removeColliderShape(shapes[i]);
20999
21007
  }
21000
21008
  };
21009
+ _proto._syncWorldPositionFromPhysicalSpace = function _syncWorldPositionFromPhysicalSpace() {
21010
+ this._nativeCollider.getWorldPosition(this.entity.transform.worldPosition);
21011
+ };
21001
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  _proto._setUpDirection = function _setUpDirection() {
21002
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  this._nativeCollider.setUpDirection(this._upDirection);
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  };
@@ -28682,7 +28693,9 @@ exports.AnimatorLayerBlendingMode = void 0;
28682
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  // Precalculate to get the transition
28683
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  srcPlayData.update(playDeltaTime);
28684
28695
  var clipTime = srcPlayData.clipTime, isForwards = srcPlayData.isForwards;
28685
- var transition = this._applyTransitionsByCondition(layerIndex, layerData, layer, state, layer.stateMachine.anyStateTransitions, aniUpdate) || this._applyStateTransitions(layerIndex, layerData, layer, isForwards, srcPlayData, state.transitions, lastClipTime, clipTime, playDeltaTime, aniUpdate);
28696
+ var transitions = state.transitions;
28697
+ 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);
28686
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  var playCostTime;
28687
28700
  if (transition) {
28688
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  var clipDuration = state.clip.length;
@@ -28766,7 +28779,7 @@ exports.AnimatorLayerBlendingMode = void 0;
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28779
  playedTime - dstPlayDeltaTime > transitionDuration ? // -(transitionDuration - playedTime)
28767
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  playedTime - transitionDuration : dstPlayDeltaTime;
28768
28781
  }
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- var actualCostTime = dstPlaySpeed === 0 ? 0 : dstPlayCostTime / dstPlaySpeed;
28782
+ var actualCostTime = dstPlaySpeed === 0 ? deltaTime : dstPlayCostTime / dstPlaySpeed;
28770
28783
  var srcPlayCostTime = actualCostTime * srcPlaySpeed;
28771
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  srcPlayData.update(srcPlayCostTime);
28772
28785
  destPlayData.update(dstPlayCostTime);
@@ -28774,6 +28787,7 @@ exports.AnimatorLayerBlendingMode = void 0;
28774
28787
  (crossWeight >= 1.0 - miniprogram.MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
28775
28788
  var crossFadeFinished = crossWeight === 1.0;
28776
28789
  if (crossFadeFinished) {
28790
+ srcPlayData.playState = AnimatorStatePlayState.Finished;
28777
28791
  this._preparePlayOwner(layerData, destState);
28778
28792
  this._evaluatePlayingState(destPlayData, weight, additive, aniUpdate);
28779
28793
  } else {
@@ -28828,7 +28842,7 @@ exports.AnimatorLayerBlendingMode = void 0;
28828
28842
  playedTime - playDeltaTime > transitionDuration ? // -(transitionDuration - playedTime)
28829
28843
  playedTime - transitionDuration : playDeltaTime;
28830
28844
  }
28831
- var actualCostTime = playSpeed === 0 ? 0 : dstPlayCostTime / playSpeed;
28845
+ var actualCostTime = playSpeed === 0 ? deltaTime : dstPlayCostTime / playSpeed;
28832
28846
  destPlayData.update(dstPlayCostTime);
28833
28847
  var crossWeight = Math.abs(destPlayData.frameTime) / transitionDuration;
28834
28848
  (crossWeight >= 1.0 - miniprogram.MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
@@ -28868,14 +28882,16 @@ exports.AnimatorLayerBlendingMode = void 0;
28868
28882
  }
28869
28883
  };
28870
28884
  _proto._updateFinishedState = function _updateFinishedState(layerIndex, layerData, layer, weight, additive, deltaTime, aniUpdate) {
28871
- var stateMachine = layer.stateMachine;
28885
+ layer.stateMachine;
28872
28886
  var playData = layerData.srcPlayData;
28873
28887
  var state = playData.state;
28874
28888
  var actualSpeed = state.speed * this.speed;
28875
28889
  var actualDeltaTime = actualSpeed * deltaTime;
28876
28890
  playData.updateOrientation(actualDeltaTime);
28877
28891
  var clipTime = playData.clipTime, isForwards = playData.isForwards;
28878
- var transition = this._applyTransitionsByCondition(layerIndex, layerData, layer, state, stateMachine.anyStateTransitions, aniUpdate) || this._applyStateTransitions(layerIndex, layerData, layer, isForwards, playData, state.transitions, clipTime, clipTime, actualDeltaTime, aniUpdate);
28892
+ var transitions = state.transitions;
28893
+ var anyStateTransitions = layer.stateMachine.anyStateTransitions;
28894
+ 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);
28879
28895
  if (transition) {
28880
28896
  this._updateState(layerIndex, layerData, layer, deltaTime, aniUpdate);
28881
28897
  } else {
package/dist/module.js CHANGED
@@ -10755,6 +10755,9 @@ var SubRenderElement = /*#__PURE__*/ function() {
10755
10755
  __decorate([
10756
10756
  assignmentClone
10757
10757
  ], SpriteMask.prototype, "influenceLayers", void 0);
10758
+ __decorate([
10759
+ ignoreClone
10760
+ ], SpriteMask.prototype, "_renderElement", void 0);
10758
10761
  __decorate([
10759
10762
  ignoreClone
10760
10763
  ], SpriteMask.prototype, "_subChunk", void 0);
@@ -11165,9 +11168,12 @@ var /**
11165
11168
  // Safari gets data confusion through getImageData when the canvas width is not an integer.
11166
11169
  // The measure text width of some special invisible characters may be 0, so make sure the width is at least 1.
11167
11170
  // @todo: Text layout may vary from standard and not support emoji.
11168
- var textMetrics = context.measureText(measureString);
11171
+ var _context_measureText = context.measureText(measureString), actualBoundingBoxLeft = _context_measureText.actualBoundingBoxLeft, actualBoundingBoxRight = _context_measureText.actualBoundingBoxRight, actualWidth = _context_measureText.width;
11169
11172
  // In some case (ex: " "), actualBoundingBoxRight and actualBoundingBoxLeft will be 0, so use width.
11170
- var width = Math.max(1, Math.round(textMetrics.actualBoundingBoxRight - textMetrics.actualBoundingBoxLeft || textMetrics.width));
11173
+ // TODO: With testing, actualBoundingBoxLeft + actualBoundingBoxRight is the actual rendering width
11174
+ // but the space rules between characters are unclear. Using actualBoundingBoxRight + Math.abs(actualBoundingBoxLeft) is the closest to the native effect.
11175
+ var width = Math.max(1, Math.round(Math.max(actualBoundingBoxRight + Math.abs(actualBoundingBoxLeft), actualWidth)));
11176
+ // Make sure enough width.
11171
11177
  var baseline = Math.ceil(context.measureText(TextUtils._measureBaseline).width);
11172
11178
  var height = baseline * TextUtils._heightMultiplier;
11173
11179
  baseline = TextUtils._baselineMultiplier * baseline | 0;
@@ -11181,7 +11187,11 @@ var /**
11181
11187
  context.clearRect(0, 0, width, height);
11182
11188
  context.textBaseline = "middle";
11183
11189
  context.fillStyle = "#fff";
11184
- context.fillText(measureString, 0, baseline);
11190
+ if (actualBoundingBoxLeft > 0) {
11191
+ context.fillText(measureString, actualBoundingBoxLeft, baseline);
11192
+ } else {
11193
+ context.fillText(measureString, 0, baseline);
11194
+ }
11185
11195
  var colorData = context.getImageData(0, 0, width, height).data;
11186
11196
  var len = colorData.length;
11187
11197
  var top = -1;
@@ -11225,9 +11235,9 @@ var /**
11225
11235
  y: 0,
11226
11236
  w: width,
11227
11237
  h: size,
11228
- offsetX: 0,
11238
+ offsetX: actualBoundingBoxLeft > 0 ? actualBoundingBoxLeft : 0,
11229
11239
  offsetY: (ascent - descent) * 0.5,
11230
- xAdvance: width,
11240
+ xAdvance: Math.round(actualWidth),
11231
11241
  uvs: [
11232
11242
  new Vector2(),
11233
11243
  new Vector2(),
@@ -11796,7 +11806,7 @@ var /**
11796
11806
  j === firstRow && (minX = Math.min(minX, left));
11797
11807
  maxX = Math.max(maxX, right);
11798
11808
  }
11799
- startX += charInfo.xAdvance;
11809
+ startX += charInfo.xAdvance + charInfo.offsetX;
11800
11810
  }
11801
11811
  }
11802
11812
  startY -= lineHeight;
@@ -12626,8 +12636,6 @@ var BufferUtil = /*#__PURE__*/ function() {
12626
12636
  _this = ReferResource1.call(this, engine) || this;
12627
12637
  /** @internal */ _this._renderStates = [] // todo: later will as a part of shaderData when shader effect frame is OK, that is more powerful and flexible.
12628
12638
  ;
12629
- /** @internal */ _this._priority = 0 // todo: temporary resolution of submesh rendering order issue.
12630
- ;
12631
12639
  _this._shaderData = new ShaderData(ShaderDataGroup.Material);
12632
12640
  _this.shader = shader;
12633
12641
  return _this;
@@ -18877,7 +18885,7 @@ var ObjectPool = /*#__PURE__*/ function() {
18877
18885
  * @internal
18878
18886
  */ var PrimitiveChunkManager = /*#__PURE__*/ function() {
18879
18887
  function PrimitiveChunkManager(engine, maxVertexCount) {
18880
- if (maxVertexCount === void 0) maxVertexCount = PrimitiveChunkManager.MAX_VERTEX_COUNT;
18888
+ if (maxVertexCount === void 0) maxVertexCount = 4096;
18881
18889
  this.engine = engine;
18882
18890
  this.maxVertexCount = maxVertexCount;
18883
18891
  this.primitiveChunks = new Array();
@@ -18918,9 +18926,6 @@ var ObjectPool = /*#__PURE__*/ function() {
18918
18926
  };
18919
18927
  return PrimitiveChunkManager;
18920
18928
  }();
18921
- (function() {
18922
- /** The maximum number of vertex. */ PrimitiveChunkManager.MAX_VERTEX_COUNT = 4096;
18923
- })();
18924
18929
 
18925
18930
  /**
18926
18931
  * @internal
@@ -20923,6 +20928,8 @@ var Collision = function Collision() {
20923
20928
  _this._setUpDirection = _this._setUpDirection.bind(_assert_this_initialized(_this));
20924
20929
  //@ts-ignore
20925
20930
  _this._upDirection._onValueChanged = _this._setUpDirection;
20931
+ // sync world position to physical space
20932
+ _this._onUpdate();
20926
20933
  return _this;
20927
20934
  }
20928
20935
  var _proto = CharacterController.prototype;
@@ -20933,7 +20940,9 @@ var Collision = function Collision() {
20933
20940
  * @param elapsedTime - Time elapsed since last call
20934
20941
  * @return flags - The ControllerCollisionFlag
20935
20942
  */ _proto.move = function move(disp, minDist, elapsedTime) {
20936
- return this._nativeCollider.move(disp, minDist, elapsedTime);
20943
+ var flags = this._nativeCollider.move(disp, minDist, elapsedTime);
20944
+ this._syncWorldPositionFromPhysicalSpace();
20945
+ return flags;
20937
20946
  };
20938
20947
  /**
20939
20948
  * Add collider shape on this controller.
@@ -20969,8 +20978,7 @@ var Collision = function Collision() {
20969
20978
  /**
20970
20979
  * @internal
20971
20980
  */ _proto._onLateUpdate = function _onLateUpdate() {
20972
- var position = this.entity.transform.worldPosition;
20973
- this._nativeCollider.getWorldPosition(position);
20981
+ this._syncWorldPositionFromPhysicalSpace();
20974
20982
  this._updateFlag.flag = false;
20975
20983
  };
20976
20984
  /**
@@ -20993,6 +21001,9 @@ var Collision = function Collision() {
20993
21001
  physics._removeColliderShape(shapes[i]);
20994
21002
  }
20995
21003
  };
21004
+ _proto._syncWorldPositionFromPhysicalSpace = function _syncWorldPositionFromPhysicalSpace() {
21005
+ this._nativeCollider.getWorldPosition(this.entity.transform.worldPosition);
21006
+ };
20996
21007
  _proto._setUpDirection = function _setUpDirection() {
20997
21008
  this._nativeCollider.setUpDirection(this._upDirection);
20998
21009
  };
@@ -28677,7 +28688,9 @@ var AnimatorLayerBlendingMode;
28677
28688
  // Precalculate to get the transition
28678
28689
  srcPlayData.update(playDeltaTime);
28679
28690
  var clipTime = srcPlayData.clipTime, isForwards = srcPlayData.isForwards;
28680
- var transition = this._applyTransitionsByCondition(layerIndex, layerData, layer, state, layer.stateMachine.anyStateTransitions, aniUpdate) || this._applyStateTransitions(layerIndex, layerData, layer, isForwards, srcPlayData, state.transitions, lastClipTime, clipTime, playDeltaTime, aniUpdate);
28691
+ var transitions = state.transitions;
28692
+ var anyStateTransitions = layer.stateMachine.anyStateTransitions;
28693
+ 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);
28681
28694
  var playCostTime;
28682
28695
  if (transition) {
28683
28696
  var clipDuration = state.clip.length;
@@ -28761,7 +28774,7 @@ var AnimatorLayerBlendingMode;
28761
28774
  playedTime - dstPlayDeltaTime > transitionDuration ? // -(transitionDuration - playedTime)
28762
28775
  playedTime - transitionDuration : dstPlayDeltaTime;
28763
28776
  }
28764
- var actualCostTime = dstPlaySpeed === 0 ? 0 : dstPlayCostTime / dstPlaySpeed;
28777
+ var actualCostTime = dstPlaySpeed === 0 ? deltaTime : dstPlayCostTime / dstPlaySpeed;
28765
28778
  var srcPlayCostTime = actualCostTime * srcPlaySpeed;
28766
28779
  srcPlayData.update(srcPlayCostTime);
28767
28780
  destPlayData.update(dstPlayCostTime);
@@ -28769,6 +28782,7 @@ var AnimatorLayerBlendingMode;
28769
28782
  (crossWeight >= 1.0 - MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
28770
28783
  var crossFadeFinished = crossWeight === 1.0;
28771
28784
  if (crossFadeFinished) {
28785
+ srcPlayData.playState = AnimatorStatePlayState.Finished;
28772
28786
  this._preparePlayOwner(layerData, destState);
28773
28787
  this._evaluatePlayingState(destPlayData, weight, additive, aniUpdate);
28774
28788
  } else {
@@ -28823,7 +28837,7 @@ var AnimatorLayerBlendingMode;
28823
28837
  playedTime - playDeltaTime > transitionDuration ? // -(transitionDuration - playedTime)
28824
28838
  playedTime - transitionDuration : playDeltaTime;
28825
28839
  }
28826
- var actualCostTime = playSpeed === 0 ? 0 : dstPlayCostTime / playSpeed;
28840
+ var actualCostTime = playSpeed === 0 ? deltaTime : dstPlayCostTime / playSpeed;
28827
28841
  destPlayData.update(dstPlayCostTime);
28828
28842
  var crossWeight = Math.abs(destPlayData.frameTime) / transitionDuration;
28829
28843
  (crossWeight >= 1.0 - MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
@@ -28863,14 +28877,16 @@ var AnimatorLayerBlendingMode;
28863
28877
  }
28864
28878
  };
28865
28879
  _proto._updateFinishedState = function _updateFinishedState(layerIndex, layerData, layer, weight, additive, deltaTime, aniUpdate) {
28866
- var stateMachine = layer.stateMachine;
28880
+ layer.stateMachine;
28867
28881
  var playData = layerData.srcPlayData;
28868
28882
  var state = playData.state;
28869
28883
  var actualSpeed = state.speed * this.speed;
28870
28884
  var actualDeltaTime = actualSpeed * deltaTime;
28871
28885
  playData.updateOrientation(actualDeltaTime);
28872
28886
  var clipTime = playData.clipTime, isForwards = playData.isForwards;
28873
- var transition = this._applyTransitionsByCondition(layerIndex, layerData, layer, state, stateMachine.anyStateTransitions, aniUpdate) || this._applyStateTransitions(layerIndex, layerData, layer, isForwards, playData, state.transitions, clipTime, clipTime, actualDeltaTime, aniUpdate);
28887
+ var transitions = state.transitions;
28888
+ var anyStateTransitions = layer.stateMachine.anyStateTransitions;
28889
+ 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);
28874
28890
  if (transition) {
28875
28891
  this._updateState(layerIndex, layerData, layer, deltaTime, aniUpdate);
28876
28892
  } else {