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@@ -29,13 +29,17 @@
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*****************************************************************************/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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namespace SpineRuntime21 {
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public class AnimationState {
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private AnimationStateData data;
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private List<TrackEntry> tracks = new List<TrackEntry>();
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static readonly Animation EmptyAnimation = new Animation("<empty>", new List<Timeline>(), 0);
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private AnimationStateData data;
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Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
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private List<TrackEntry> tracks = new List<TrackEntry>();
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private List<Event> events = new List<Event>();
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private float timeScale = 1;
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@@ -43,15 +47,11 @@ namespace SpineRuntime21 {
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public float TimeScale { get { return timeScale; } set { timeScale = value; } }
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public List<TrackEntry> Tracks => tracks;
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public delegate void StartEndDelegate(AnimationState state, int trackIndex);
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public event StartEndDelegate Start;
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public event StartEndDelegate End;
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public delegate void TrackEntryDelegate(TrackEntry trackEntry);
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public event TrackEntryDelegate Start, End, Complete;
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public delegate void EventDelegate(AnimationState state, int trackIndex, Event e);
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public delegate void EventDelegate(AnimationState state, int trackIndex, Event e);
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public event EventDelegate Event;
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public delegate void CompleteDelegate(AnimationState state, int trackIndex, int loopCount);
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public event CompleteDelegate Complete;
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public AnimationState (AnimationStateData data) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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@@ -77,8 +77,8 @@ namespace SpineRuntime21 {
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// Check if completed the animation or a loop iteration.
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if (current.loop ? (current.lastTime % endTime > time % endTime) : (current.lastTime < endTime && time >= endTime)) {
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int count = (int)(time / endTime);
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current.OnComplete(this, i, count);
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if (Complete != null) Complete(this, i, count);
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current.OnComplete();
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if (Complete != null) Complete(current);
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}
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TrackEntry next = current.next;
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@@ -145,10 +145,17 @@ namespace SpineRuntime21 {
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TrackEntry current = tracks[trackIndex];
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if (current == null) return;
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current.OnEnd(this, trackIndex);
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if (End != null) End(this, trackIndex);
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current.OnEnd();
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if (End != null) End(current);
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tracks[trackIndex] = null;
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while (current is not null)
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{
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var tmp = current.next;
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trackEntryPool.Free(current);
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current = tmp;
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}
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}
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private TrackEntry ExpandToIndex (int index) {
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@@ -164,8 +171,8 @@ namespace SpineRuntime21 {
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TrackEntry previous = current.previous;
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current.previous = null;
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current.OnEnd(this, index);
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if (End != null) End(this, index);
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current.OnEnd();
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if (End != null) End(current);
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entry.mixDuration = data.GetMix(current.animation, entry.animation);
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if (entry.mixDuration > 0) {
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@@ -180,8 +187,15 @@ namespace SpineRuntime21 {
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tracks[index] = entry;
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entry.OnStart(this, index);
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if (Start != null) Start(this, index);
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while (current is not null)
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{
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var tmp = current.next;
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trackEntryPool.Free(current);
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current = tmp;
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}
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entry.OnStart();
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if (Start != null) Start(entry);
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}
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public TrackEntry SetAnimation (int trackIndex, String animationName, bool loop) {
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@@ -193,7 +207,8 @@ namespace SpineRuntime21 {
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/// <summary>Set the current animation. Any queued animations are cleared.</summary>
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public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
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if (animation == null) throw new ArgumentException("animation cannot be null.");
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TrackEntry entry = new TrackEntry();
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TrackEntry entry = trackEntryPool.Obtain();
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entry.trackIndex = trackIndex;
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entry.animation = animation;
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entry.loop = loop;
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entry.time = 0;
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@@ -212,8 +227,9 @@ namespace SpineRuntime21 {
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/// <param name="delay">May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.</param>
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public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
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if (animation == null) throw new ArgumentException("animation cannot be null.");
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TrackEntry entry = new TrackEntry();
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entry.animation = animation;
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TrackEntry entry = trackEntryPool.Obtain();
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entry.trackIndex = trackIndex;
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entry.animation = animation;
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entry.loop = loop;
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entry.time = 0;
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entry.endTime = animation.Duration;
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@@ -237,8 +253,48 @@ namespace SpineRuntime21 {
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return entry;
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}
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/// <returns>May be null.</returns>
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public TrackEntry GetCurrent (int trackIndex) {
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/// <summary>
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/// Sets an empty animation for a track, discarding any queued animations, and mixes to it over the specified mix duration.</summary>
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public TrackEntry SetEmptyAnimation(int trackIndex, float mixDuration)
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{
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TrackEntry entry = SetAnimation(trackIndex, AnimationState.EmptyAnimation, false);
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entry.mixDuration = mixDuration;
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entry.endTime = mixDuration;
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return entry;
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}
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/// <summary>
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/// Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the
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/// specified mix duration.</summary>
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/// <returns>
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/// A track entry to allow further customization of animation playback. References to the track entry must not be kept after <see cref="AnimationState.Dispose"/>.
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/// </returns>
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/// <param name="trackIndex">Track number.</param>
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/// <param name="mixDuration">Mix duration.</param>
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/// <param name="delay">Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
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/// duration of the previous track minus any mix duration plus the negative delay.</param>
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public TrackEntry AddEmptyAnimation(int trackIndex, float mixDuration, float delay)
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{
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if (delay <= 0) delay -= mixDuration;
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TrackEntry entry = AddAnimation(trackIndex, AnimationState.EmptyAnimation, false, delay);
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entry.mixDuration = mixDuration;
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entry.endTime = mixDuration;
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return entry;
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}
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/// <summary>
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/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.</summary>
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public void SetEmptyAnimations(float mixDuration)
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{
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for (int i = 0, n = tracks.Count; i < n; i++)
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{
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TrackEntry current = tracks[i];
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if (current != null) SetEmptyAnimation(i, mixDuration);
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}
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}
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/// <returns>May be null.</returns>
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public TrackEntry GetCurrent (int trackIndex) {
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if (trackIndex >= tracks.Count) return null;
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return tracks[trackIndex];
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}
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@@ -254,16 +310,18 @@ namespace SpineRuntime21 {
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if (buffer.Length == 0) return "<none>";
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return buffer.ToString();
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}
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}
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}
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public class TrackEntry {
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public class TrackEntry : Pool<TrackEntry>.IPoolable {
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internal TrackEntry next, previous;
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internal Animation animation;
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internal int trackIndex;
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internal Animation animation;
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internal bool loop;
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internal float delay, time, lastTime = -1, endTime, timeScale = 1;
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internal float mixTime, mixDuration, mix = 1;
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public Animation Animation { get { return animation; } }
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public int TrackIndex { get { return trackIndex; } }
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public Animation Animation { get { return animation; } }
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public float Delay { get { return delay; } set { delay = value; } }
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public float Time { get { return time; } set { time = value; } }
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public float LastTime { get { return lastTime; } set { lastTime = value; } }
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@@ -272,29 +330,110 @@ namespace SpineRuntime21 {
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public float Mix { get { return mix; } set { mix = value; } }
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public bool Loop { get { return loop; } set { loop = value; } }
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public event AnimationState.StartEndDelegate Start;
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public event AnimationState.StartEndDelegate End;
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/// <summary>
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/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
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/// <see cref="AnimationStateData"/> based on the animation before this animation (if any).
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///
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/// The mix duration can be set manually rather than use the value from AnimationStateData.GetMix.
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/// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
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/// <para>
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/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
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/// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>
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/// </para>
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///
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/// </summary>
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public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
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/// <summary>
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/// The animation queued to start after this animation, or null.</summary>
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public TrackEntry Next { get { return next; } }
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public event AnimationState.TrackEntryDelegate Start, End, Complete;
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public event AnimationState.EventDelegate Event;
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public event AnimationState.CompleteDelegate Complete;
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internal void OnStart (AnimationState state, int index) {
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if (Start != null) Start(state, index);
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}
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// IPoolable.Reset()
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public void Reset()
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{
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next = null;
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previous = null;
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animation = null;
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internal void OnEnd (AnimationState state, int index) {
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if (End != null) End(state, index);
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}
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Start = null;
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End = null;
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Complete = null;
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Event = null;
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}
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internal void OnEvent (AnimationState state, int index, Event e) {
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internal void OnStart() { if (Start != null) Start(this); }
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internal void OnEnd() { if (End != null) End(this); }
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internal void OnComplete() { if (Complete != null) Complete(this); }
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internal void OnEvent (AnimationState state, int index, Event e) {
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if (Event != null) Event(state, index, e);
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}
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internal void OnComplete (AnimationState state, int index, int loopCount) {
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if (Complete != null) Complete(state, index, loopCount);
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}
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override public String ToString () {
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return animation == null ? "<none>" : animation.name;
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}
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}
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public class Pool<T> where T : class, new()
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{
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public readonly int max;
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readonly Stack<T> freeObjects;
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public int Count { get { return freeObjects.Count; } }
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public int Peak { get; private set; }
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public Pool(int initialCapacity = 16, int max = int.MaxValue)
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{
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freeObjects = new Stack<T>(initialCapacity);
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this.max = max;
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}
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public T Obtain()
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{
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return freeObjects.Count == 0 ? new T() : freeObjects.Pop();
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}
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public void Free(T obj)
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{
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if (obj == null) throw new ArgumentNullException("obj", "obj cannot be null");
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if (freeObjects.Count < max)
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{
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freeObjects.Push(obj);
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Peak = Math.Max(Peak, freeObjects.Count);
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}
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Reset(obj);
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}
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// protected void FreeAll (List<T> objects) {
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// if (objects == null) throw new ArgumentNullException("objects", "objects cannot be null.");
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// var freeObjects = this.freeObjects;
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// int max = this.max;
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// for (int i = 0; i < objects.Count; i++) {
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// T obj = objects[i];
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// if (obj == null) continue;
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// if (freeObjects.Count < max) freeObjects.Push(obj);
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// Reset(obj);
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// }
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// Peak = Math.Max(Peak, freeObjects.Count);
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// }
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public void Clear()
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{
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freeObjects.Clear();
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}
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protected void Reset(T obj)
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{
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var poolable = obj as IPoolable;
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if (poolable != null) poolable.Reset();
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}
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public interface IPoolable
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{
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void Reset();
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}
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}
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}
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