@galacean/engine-core 1.3.5 → 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() {
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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);
@@ -20930,6 +20933,8 @@ 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;
@@ -20940,7 +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
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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.
@@ -20976,8 +20983,7 @@ 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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  /**
@@ -21000,6 +21006,9 @@ 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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  };
@@ -28684,7 +28693,9 @@ 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;
@@ -28768,7 +28779,7 @@ 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);
@@ -28776,6 +28787,7 @@ exports.AnimatorLayerBlendingMode = void 0;
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  (crossWeight >= 1.0 - miniprogram.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 {
@@ -28830,7 +28842,7 @@ 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 - miniprogram.MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
@@ -28870,14 +28882,16 @@ 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 {
package/dist/module.js CHANGED
@@ -10755,6 +10755,9 @@ 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);
@@ -20925,6 +20928,8 @@ 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;
@@ -20935,7 +20940,9 @@ 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.
@@ -20971,8 +20978,7 @@ 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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  /**
@@ -20995,6 +21001,9 @@ 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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  };
@@ -28679,7 +28688,9 @@ var AnimatorLayerBlendingMode;
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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;
@@ -28763,7 +28774,7 @@ var AnimatorLayerBlendingMode;
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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);
@@ -28771,6 +28782,7 @@ var AnimatorLayerBlendingMode;
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  (crossWeight >= 1.0 - 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 {
@@ -28825,7 +28837,7 @@ var AnimatorLayerBlendingMode;
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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 - MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
@@ -28865,14 +28877,16 @@ var AnimatorLayerBlendingMode;
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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 {