调整结构
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246
SpineViewer/Spine/Spine.cs
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246
SpineViewer/Spine/Spine.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Text.RegularExpressions;
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using System.Numerics;
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using System.Collections;
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using System.Collections.ObjectModel;
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using SFML.System;
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using SFML.Window;
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using System.ComponentModel;
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using System.Reflection;
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using System.Diagnostics.CodeAnalysis;
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using System.Globalization;
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namespace SpineViewer.Spine
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{
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/// <summary>
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/// Spine 实现类标记
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/// </summary>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public class SpineImplementationAttribute : Attribute
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{
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public Version Version { get; }
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public SpineImplementationAttribute(Version version)
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{
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Version = version;
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}
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}
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/// <summary>
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/// Spine 基类, 使用静态方法 New 来创建具体版本对象
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/// </summary>
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public abstract class Spine : SFML.Graphics.Drawable, IDisposable
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{
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/// <summary>
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/// 实现类缓存
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/// </summary>
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private static readonly Dictionary<Version, Type> ImplementationTypes = [];
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/// <summary>
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/// 用于解决 PMA 和渐变动画问题的片段着色器
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/// </summary>
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private const string FRAGMENT_SHADER = (
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"uniform sampler2D t;" +
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"void main() { vec4 p = texture2D(t, gl_TexCoord[0].xy);" +
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"if (p.a > 0) p.rgb /= max(max(max(p.r, p.g), p.b), p.a);" +
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"gl_FragColor = gl_Color * p; }"
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);
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/// <summary>
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/// 用于解决 PMA 和渐变动画问题的片段着色器
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/// </summary>
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protected static readonly SFML.Graphics.Shader? FragmentShader = null;
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/// <summary>
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/// 静态构造函数
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/// </summary>
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static Spine()
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{
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// 遍历并缓存标记了 SpineImplementationAttribute 的类型
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var impTypes = Assembly.GetExecutingAssembly().GetTypes().Where(t => typeof(Spine).IsAssignableFrom(t) && !t.IsAbstract);
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foreach (var type in impTypes)
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{
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var attr = type.GetCustomAttribute<SpineImplementationAttribute>();
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if (attr is not null)
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{
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ImplementationTypes[attr.Version] = type;
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}
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}
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Program.Logger.Debug("Find Spine implementations: [{}]", string.Join(", ", ImplementationTypes.Keys));
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// 加载 FragmentShader
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try
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{
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FragmentShader = SFML.Graphics.Shader.FromString(null, null, FRAGMENT_SHADER);
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}
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catch (Exception ex)
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{
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Program.Logger.Error(ex.ToString());
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Program.Logger.Error("Failed to load fragment shader");
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FragmentShader = null;
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}
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}
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/// <summary>
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/// 创建特定版本的 Spine
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/// </summary>
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public static Spine New(Version version, string skelPath, string? atlasPath = null)
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{
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if (!ImplementationTypes.TryGetValue(version, out var spineType))
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{
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throw new NotImplementedException($"Not implemented version: {version}");
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}
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return (Spine)Activator.CreateInstance(spineType, skelPath, atlasPath);
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}
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/// <summary>
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/// 构造函数
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/// </summary>
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public Spine(string skelPath, string? atlasPath = null)
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{
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// 获取子类类型
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var type = GetType();
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var attr = type.GetCustomAttribute<SpineImplementationAttribute>();
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if (attr is null)
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{
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throw new InvalidOperationException($"Class {type.Name} has no SpineImplementationAttribute.");
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}
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atlasPath ??= Path.ChangeExtension(skelPath, ".atlas");
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// 设置 Version
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Version = attr.Version;
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SkelPath = Path.GetFullPath(skelPath);
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AtlasPath = Path.GetFullPath(atlasPath);
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Name = Path.GetFileNameWithoutExtension(skelPath);
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}
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~Spine() { Dispose(false); }
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public void Dispose() { Dispose(true); GC.SuppressFinalize(this); }
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protected virtual void Dispose(bool disposing) { }
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/// <summary>
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/// 缩放最小值
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/// </summary>
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[Browsable(false)]
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public const float SCALE_MIN = 0.001f;
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/// <summary>
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/// 获取所属版本
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/// </summary>
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[TypeConverter(typeof(VersionTypeConverter))]
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[Category("基本信息"), DisplayName("版本")]
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public Version Version { get; }
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/// <summary>
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/// skel 文件完整路径
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/// </summary>
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[Category("基本信息"), DisplayName("skel文件路径")]
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public string SkelPath { get; }
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/// <summary>
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/// atlas 文件完整路径
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/// </summary>
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[Category("基本信息"), DisplayName("atlas文件路径")]
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public string AtlasPath { get; }
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[Category("基本信息"), DisplayName("名称")]
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public string Name { get; }
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/// <summary>
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/// 缩放比例
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/// </summary>
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[Category("变换"), DisplayName("缩放比例")]
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public abstract float Scale { get; set; }
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/// <summary>
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/// 位置
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/// </summary>
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[TypeConverter(typeof(PointFTypeConverter))]
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[Category("变换"), DisplayName("位置")]
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public abstract PointF Position { get; set; }
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/// <summary>
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/// 水平翻转
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/// </summary>
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[Category("变换"), DisplayName("水平翻转")]
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public abstract bool FlipX { get; set; }
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/// <summary>
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/// 垂直翻转
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/// </summary>
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[Category("变换"), DisplayName("垂直翻转")]
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public abstract bool FlipY { get; set; }
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/// <summary>
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/// 是否使用预乘Alpha
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/// </summary>
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[Category("画面"), DisplayName("预乘Alpha通道")]
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public bool UsePremultipliedAlpha { get; set; } = true;
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/// <summary>
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/// 包含的所有动画名称
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/// </summary>
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[Browsable(false)]
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public ReadOnlyCollection<string> AnimationNames { get => animationNames.AsReadOnly(); }
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protected List<string> animationNames = [];
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/// <summary>
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/// 默认动画名称
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/// </summary>
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[Browsable(false)]
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public string DefaultAnimationName { get => animationNames.Last(); }
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/// <summary>
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/// 当前动画名称
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/// </summary>
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[TypeConverter(typeof(AnimationTypeConverter))]
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[Category("动画"), DisplayName("当前动画")]
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public abstract string CurrentAnimation { get; set; }
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/// <summary>
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/// 当前动画时长
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/// </summary>
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[Category("动画"), DisplayName("当前动画时长")]
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public float CurrentAnimationDuration { get => GetAnimationDuration(CurrentAnimation); }
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/// <summary>
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/// 骨骼包围盒
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/// </summary>
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[Browsable(false)]
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public abstract RectangleF Bounds { get; }
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/// <summary>
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/// 获取动画时长, 如果动画不存在则返回 0
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/// </summary>
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public abstract float GetAnimationDuration(string name);
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/// <summary>
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/// 更新内部状态
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/// </summary>
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/// <param name="delta">时间间隔</param>
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public abstract void Update(float delta);
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/// <summary>
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/// 顶点坐标缓冲区
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/// </summary>
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protected float[] worldVerticesBuffer = new float[1024];
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/// <summary>
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/// 顶点缓冲区
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/// </summary>
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protected SFML.Graphics.VertexArray vertexArray = new(SFML.Graphics.PrimitiveType.Triangles);
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/// <summary>
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/// SFML.Graphics.Drawable 接口实现
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/// </summary>
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public abstract void Draw(SFML.Graphics.RenderTarget target, SFML.Graphics.RenderStates states);
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}
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}
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