mirror of
https://github.com/BlackMATov/unity-flash-tools.git
synced 2026-01-04 23:46:51 +07:00
fix dublicated bug
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@@ -166,7 +166,7 @@ Transform:
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 1173114888}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 500, y: -400, z: -10}
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m_LocalPosition: {x: 0, y: 0, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Father: {fileID: 0}
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@@ -9,6 +9,7 @@ namespace FlashTools {
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int _current_frame = 0;
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float _frame_timer = 0.0f;
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float _current_z = 0.0f;
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List<Vector2> _uvs = new List<Vector2>();
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List<Vector3> _vertices = new List<Vector3>();
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@@ -54,7 +55,7 @@ namespace FlashTools {
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if ( frame_num >= 0 && frame_num < layer.Frames.Count ) {
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return layer.Frames[frame_num];
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}
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return null;
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return layer.Frames.Count > 0 ? layer.Frames[layer.Frames.Count - 1] : null;
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}
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FlashAnimSymbolData FindSymbol(FlashAnimLibraryData library, string symbol_id) {
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@@ -84,10 +85,11 @@ namespace FlashTools {
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var width = bitmap.RealSize.x;
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var height = bitmap.RealSize.y;
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var v0 = new Vector3( 0, 0, 0);
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var v1 = new Vector3( width, 0, 0);
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var v2 = new Vector3( width, height, 0);
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var v3 = new Vector3( 0, height, 0);
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var v0 = new Vector3( 0, 0, _current_z);
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var v1 = new Vector3( width, 0, _current_z);
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var v2 = new Vector3( width, height, _current_z);
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var v3 = new Vector3( 0, height, _current_z);
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_current_z -= 20f;
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_vertices.Add(matrix.MultiplyPoint3x4(v0));
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_vertices.Add(matrix.MultiplyPoint3x4(v1));
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@@ -164,6 +166,7 @@ namespace FlashTools {
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_vertices.Clear();
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_triangles.Clear();
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_uvs.Clear();
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_current_z = 0.0f;
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RenderSymbol(
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GetCurrentSymbol(),
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_current_frame,
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@@ -108,7 +108,7 @@ namespace FlashTools {
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}
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public class FlashAnimAsset : ScriptableObject {
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[HideInInspector]
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//[HideInInspector]
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public FlashAnimData Data = new FlashAnimData();
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public Texture2D Atlas = null;
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public int MaxAtlasSize = 1024;
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@@ -211,7 +211,7 @@ namespace FlashTools.Internal {
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return false;
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}
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var tex_data_a = texture_a.GetPixels32();
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var tex_data_b = texture_a.GetPixels32();
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var tex_data_b = texture_b.GetPixels32();
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return tex_data_a.SequenceEqual(tex_data_b);
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}
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