@galacean/engine 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/browser.js +39 -23
- package/dist/browser.js.map +1 -1
- package/dist/browser.min.js +1 -1
- package/dist/browser.min.js.map +1 -1
- package/dist/main.js +1 -1
- package/dist/miniprogram.js +1 -1
- package/dist/module.js +1 -1
- package/package.json +5 -5
package/dist/browser.js
CHANGED
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@@ -15560,6 +15560,9 @@
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__decorate$1([
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assignmentClone
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], SpriteMask.prototype, "influenceLayers", void 0);
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15563
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+
__decorate$1([
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ignoreClone
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], SpriteMask.prototype, "_renderElement", void 0);
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__decorate$1([
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ignoreClone
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], SpriteMask.prototype, "_subChunk", void 0);
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@@ -15967,9 +15970,12 @@
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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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@@ -15983,7 +15989,11 @@
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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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@@ -16027,9 +16037,9 @@
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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 Vector2(),
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new Vector2(),
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@@ -16594,7 +16604,7 @@
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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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@@ -17411,8 +17421,6 @@
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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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@@ -23619,12 +23627,12 @@
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/**
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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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var PrimitiveChunkManager = function PrimitiveChunkManager(engine, 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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-
}
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};
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var _proto = PrimitiveChunkManager.prototype;
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_proto.allocateSubChunk = function allocateSubChunk(vertexCount) {
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var _primitiveChunks, _length;
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@@ -23661,9 +23669,6 @@
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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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*/ var BatcherManager = /*#__PURE__*/ function() {
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@@ -25643,6 +25648,8 @@
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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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_inherits$2(CharacterController, Collider1);
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@@ -25654,7 +25661,9 @@
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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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@@ -25690,8 +25699,7 @@
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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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@@ -25714,6 +25722,9 @@
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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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@@ -33268,7 +33279,9 @@
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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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@@ -33350,7 +33363,7 @@
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dstPlayCostTime = // > transition: The time that will be played is enough to finish the transition
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playedTime - dstPlayDeltaTime > transitionDuration ? 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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@@ -33358,6 +33371,7 @@
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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 {
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@@ -33410,7 +33424,7 @@
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dstPlayCostTime = // > transition: The time that will be played is enough to finish the transition
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playedTime - playDeltaTime > transitionDuration ? 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 - MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
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@@ -33450,14 +33464,16 @@
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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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@@ -48070,7 +48086,7 @@
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], EXT_texture_webp);
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//@ts-ignore
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-
var version = "1.3.
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+
var version = "1.3.6";
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console.log("Galacean engine version: " + version);
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for(var key in CoreObjects){
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Loader.registerClass(key, CoreObjects[key]);
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