@urso/core 0.7.93 → 0.7.94

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@@ -149,12 +149,11 @@ object-assign
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  */
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  /*!
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- * GSAP 3.12.7
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+ * GSAP 3.13.0
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  * https://gsap.com
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  *
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  * @license Copyright 2008-2025, GreenSock. All rights reserved.
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- * Subject to the terms at https://gsap.com/standard-license or for
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- * Club GSAP members, the agreement issued with that membership.
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+ * Subject to the terms at https://gsap.com/standard-license
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  * @author: Jack Doyle, jack@greensock.com
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  */
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package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@urso/core",
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- "version": "0.7.93",
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+ "version": "0.7.94",
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  "description": "HTML5 game engine",
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  "main": "build/js/index.js",
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  "author": "Megbrimef",
@@ -86,9 +86,10 @@ class ModulesObjectsModelsSpine extends ModulesObjectsBaseModel {
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  * play spine animation and execute function after animation completes
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  * @param {String} animation - name of the animation to be played
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  * @param {Function} func - function to be executed
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+ * @param {Number} [track] - you can define track number for current animation
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  */
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- playAndThen(animation, func) {
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- this.playInSequenceAndThen([animation], func);
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+ playAndThen(animation, func, track) {
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+ this.playInSequenceAndThen([animation], func, track);
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  }
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  /**
@@ -103,17 +104,19 @@ class ModulesObjectsModelsSpine extends ModulesObjectsBaseModel {
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  * play spine animations in sequence and execute function after last animation completes
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  * @param {String[]} animations - names of the animations to be played
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  * @param {Function} func - function to be executed
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+ * @param {Number} [track] - you can define track number for current animation
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  */
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- playInSequenceAndThen(animations, func) {
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- this._playInSequenceAndThen(animations, func);
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+ playInSequenceAndThen(animations, func, track) {
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+ this._playInSequenceAndThen(animations, func, track);
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  }
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  /**
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  * play spine animations in sequence and execute function after last animation completes
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  * @param {String[]} animations - names of the animations to be played
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  * @param {Function} func - function to be executed
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+ * @param {Number} [track] - you can define track number for current animation
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  */
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- _playInSequenceAndThen(animations, func) {
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+ _playInSequenceAndThen(animations, func, track) {
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  this.stop();
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  let removeSelf = () => { };
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  let animationCount = 0;
@@ -123,7 +126,7 @@ class ModulesObjectsModelsSpine extends ModulesObjectsBaseModel {
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  animationCount++;
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  if (animations[animationCount])
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- this.play(animations[animationCount])
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+ this.play(animations[animationCount], false, track)
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  else {
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  func && func();
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  removeSelf();
@@ -133,7 +136,7 @@ class ModulesObjectsModelsSpine extends ModulesObjectsBaseModel {
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  removeSelf = () => this._baseObject.state.removeListener(completer);
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  this._baseObject.state.addListener(completer);
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- this.play(animations[0]);
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+ this.play(animations[0], false, track);
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  }
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  /**