228 lines
7.3 KiB
Plaintext
228 lines
7.3 KiB
Plaintext
/*
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文件名:AnimationClass.nut
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路径:Core/BaseClass/AnimationClass/AnimationClass.nut
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创建日期:2024-05-07 23:25
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文件用途:动画类
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*/
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class Animation extends Actor {
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//Ani是否可用
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IsUsability = true;
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//当前帧数
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CurrentFrameIndex = 0;
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//总帧数
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TotalFrameIndex = 0;
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//当前帧时间
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CurrentIndexT = 0;
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//当前帧
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CurrentFrame = null;
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//下帧延迟
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NextFrameDelay = 9999999;
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//状态机对象(只有存在时才有KeyFlag)
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StateMachine = null;
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//Ani的标签
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AnimationFlag = null;
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//帧对象数组
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FrameArr = null;
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//图片精灵帧对象
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SpriteArr = null;
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//Ani类型
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Type = "normal";
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//Ani路径
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AniPath = null;
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//附加选项
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AdditionalOptions = null;
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function _typeof() {
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return "animation";
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}
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constructor(...) {
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base.constructor();
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//精灵帧数组
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SpriteArr = [];
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//帧数组
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FrameArr = [];
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//判断是否有特殊处理
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if (vargv.len() > 1) {
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AdditionalOptions = vargv[1];
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}
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//初始化数据
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InitData(vargv[0]);
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}
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function InitData(Data) {
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local Buf;
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if (type(Data) == "table") {
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Buf = Data;
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}
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//从PVF数据加载
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else if (type(Data) == "string") {
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Data = String.RegRealPath(Data);
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Buf = sq_DeepCopy(ScriptData.GetAni(Data));
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//还需要判断一下有没有als
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local AlsBuf = ScriptData.GetFile(Data + ".als");
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if (AlsBuf) {
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local m_data = ScriptData.GetFileData(Data + ".als", function(DataTable, Data) {
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local Anilist = {};
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while (!Data.Eof()) {
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local Pack = Data.Get();
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if (Pack == "[use animation]") {
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local AniPath = Data.Get();
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local AniKey = Data.Get();
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if (!(AniKey in Anilist))
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Anilist[AniKey] <- {};
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Anilist[AniKey].path <- AniPath;
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} else if (Pack == "[none effect add]") {
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local AniLayer = [Data.Get(), Data.Get()];
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local AniKey = Data.Get();
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if (!(AniKey in Anilist))
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Anilist[AniKey] <- {};
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Anilist[AniKey].layer <- AniLayer;
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} else if (Pack == "[add]") {
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local AniLayer = [Data.Get(), Data.Get()];
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local AniKey = Data.Get();
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if (!(AniKey in Anilist))
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Anilist[AniKey] <- {};
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Anilist[AniKey].layer <- AniLayer;
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}
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}
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DataTable.Anilist <- Anilist;
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DataTable.dirpath <- DataTable.filepath.slice(0, DataTable.filepath.lastfind("/") + 1);
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});
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foreach(Index, Info in m_data.Anilist) {
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local anibuf = Animation(m_data.dirpath + Info.path.tolower());
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anibuf.SetZOrder(Info.layer[1]);
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Addchild(anibuf);
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}
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}
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}
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if (Buf) {
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AniPath = Buf.filepath;
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AnimationFlag = Buf.Flag;
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FrameArr = Buf.Frame;
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foreach(FrameObj in FrameArr) {
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local Spritebuf;
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//img路径判空
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if (FrameObj.Img_Path) {
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//如果有附加处理 格式化
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if (AdditionalOptions && AdditionalOptions.rawin("ImgFormat")) FrameObj.Img_Path = AdditionalOptions["ImgFormat"](FrameObj.Img_Path);
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Spritebuf = CL_SpriteObject("sprite/" + FrameObj.Img_Path, FrameObj.Img_Index);
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//线性减淡
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if ("GRAPHIC_EFFECT_LINEARDODGE" in FrameObj.Flag) {
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Spritebuf.SetMode(0);
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}
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//坐标
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Spritebuf.SetPosition(FrameObj.Pos);
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} else {
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Spritebuf = CL_SpriteObject();
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}
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SpriteArr.append(Spritebuf);
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}
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} else {
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error("创建Ani失败,找不到Ani数据");
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}
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//初始化完毕 如果是第一次初始化 而非重新构造 设置大小为第0帧大小否则天空 地板等依靠大小的初始化会有问题
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if (CurrentIndexT == 0) SetSize(SpriteArr[0].GetSize());
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//记录总帧数
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TotalFrameIndex = FrameArr.len();
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}
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//被添加时 要刷新一下当前帧
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function OnAddchild(Parent) {
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base.OnAddchild(Parent);
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FlushFrame(0);
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}
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//重置Ani
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function Reset() {
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IsUsability = true;
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FlushFrame(0);
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}
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//赋予状态机
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function BindenvStateMachine(gM) {
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StateMachine = gM;
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}
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//获取当前帧信息
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function GetCurrentFrameInfo() {
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return FrameArr[CurrentFrameIndex];
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}
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function FlushFrame(Index) {
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//同步当前帧
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CurrentFrameIndex = Index;
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//移除上一帧
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if (CurrentFrame) Removechild(CurrentFrame);
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//当前帧更换为本帧
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CurrentFrame = SpriteArr[CurrentFrameIndex];
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Addchild(SpriteArr[CurrentFrameIndex]);
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local FrameInfo = FrameArr[CurrentFrameIndex];
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local FlagBuf = FrameInfo.Flag;
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NextFrameDelay = FrameInfo.Delay;
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//关键帧
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if ("SET_FLAG" in FlagBuf) {
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if (StateMachine && StateMachine.State != -1) StateMachine.ChangeAniKeyFlag(FlagBuf.SET_FLAG);
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}
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//播放音效
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if ("PLAY_SOUND" in FlagBuf) {
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Sq_PlaySoundEffect(FlagBuf.PLAY_SOUND);
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}
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//缩放
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if ("IMAGE_RATE" in FlagBuf) {
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SetScale(FlagBuf.IMAGE_RATE.x, FlagBuf.IMAGE_RATE.y);
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}
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//Ani对象的大小同步为精灵帧对象的大小
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if (CurrentFrame) SetSize(CurrentFrame.GetSize());
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}
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//override
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function OnUpdate(dt) {
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//可用性检查
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if (IsUsability) {
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//累加当前帧时间
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CurrentIndexT += dt;
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//当前帧时间 超过 当前帧延迟就需要切换帧了
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if (CurrentIndexT >= NextFrameDelay) {
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CurrentIndexT = 0;
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//如果当前帧小于总帧数就切换
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if (CurrentFrameIndex<(TotalFrameIndex - 1)) {
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FlushFrame(CurrentFrameIndex + 1);
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}
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//说明播放完毕了
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else {
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//如果有循环
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if ("LOOP" in AnimationFlag) {
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FlushFrame(0);
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}
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//没有循环触发状态机回调
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else {
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//将不再可用
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IsUsability = false;
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if (StateMachine && StateMachine.State != -1) StateMachine.ChangeAniEndFlag();
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}
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}
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}
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}
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//Animation类下只会有精灵 因此不需要对子对象进行更新
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// base.OnUpdate(dt);
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}
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} |