@galacean/engine-core 1.3.5 → 1.3.6

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package/dist/main.js CHANGED
@@ -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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+ __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);
@@ -20929,6 +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;
@@ -20939,7 +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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- return this._nativeCollider.move(disp, minDist, elapsedTime);
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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.
@@ -20975,8 +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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- var position = this.entity.transform.worldPosition;
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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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  /**
@@ -20999,6 +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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  };
@@ -28683,7 +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 transition = this._applyTransitionsByCondition(layerIndex, layerData, layer, state, layer.stateMachine.anyStateTransitions, aniUpdate) || this._applyStateTransitions(layerIndex, layerData, layer, isForwards, srcPlayData, state.transitions, lastClipTime, clipTime, playDeltaTime, aniUpdate);
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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;
@@ -28767,7 +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 ? 0 : dstPlayCostTime / dstPlaySpeed;
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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);
@@ -28775,6 +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 {
@@ -28829,7 +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 ? 0 : dstPlayCostTime / playSpeed;
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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);
@@ -28869,14 +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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- var stateMachine = layer.stateMachine;
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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 transition = this._applyTransitionsByCondition(layerIndex, layerData, layer, state, stateMachine.anyStateTransitions, aniUpdate) || this._applyStateTransitions(layerIndex, layerData, layer, isForwards, playData, state.transitions, clipTime, clipTime, actualDeltaTime, aniUpdate);
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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 {