mirror of
https://github.com/BlackMATov/unity-flash-tools.git
synced 2026-03-22 12:55:32 +07:00
245 lines
5.5 KiB
C#
245 lines
5.5 KiB
C#
using UnityEngine;
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using FlashTools.Internal;
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namespace FlashTools {
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[ExecuteInEditMode, DisallowMultipleComponent]
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[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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public class SwfAnimation : MonoBehaviour {
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MeshFilter _meshFilter = null;
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MeshRenderer _meshRenderer = null;
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SwfAnimationAsset.Sequence _curSequence = null;
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MaterialPropertyBlock _curPropBlock = null;
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// ---------------------------------------------------------------------
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//
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// Properties
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//
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// ---------------------------------------------------------------------
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[Header("Sorting")]
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[SerializeField][SwfSortingLayer]
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public string _sortingLayer = "Default";
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public string sortingLayer {
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get { return _sortingLayer; }
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set {
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_sortingLayer = value;
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ChangeSortingProperties();
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}
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}
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[SerializeField]
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public int _sortingOrder = 0;
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public int sortingOrder {
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get { return _sortingOrder; }
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set {
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_sortingOrder = value;
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ChangeSortingProperties();
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}
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}
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[Header("Animation")]
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[SerializeField]
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SwfAnimationAsset _asset = null;
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public SwfAnimationAsset asset {
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get { return _asset; }
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set {
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_asset = value;
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ChangeAsset();
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}
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}
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[SerializeField][HideInInspector]
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string _sequence = "Default";
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public string sequence {
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get { return _sequence; }
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set {
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_sequence = value;
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ChangeSequence();
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}
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}
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[SerializeField][HideInInspector]
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int _currentFrame = 0;
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public int currentFrame {
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get { return _currentFrame; }
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set {
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_currentFrame = value;
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ChangeCurrentFrame();
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}
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}
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public int frameCount {
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get {
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return _curSequence != null && _curSequence.Frames != null
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? _curSequence.Frames.Count
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: 0;
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}
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}
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public float frameRate {
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get {
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return asset && asset.Data != null
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? asset.Data.FrameRate
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: 1.0f;
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}
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}
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// ---------------------------------------------------------------------
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//
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// Functions
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//
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// ---------------------------------------------------------------------
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public void ToBeginFrame() {
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currentFrame = 0;
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}
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public void ToEndFrame() {
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currentFrame = frameCount - 1;
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}
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public bool ToPrevFrame() {
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if ( currentFrame > 0 ) {
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--currentFrame;
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return true;
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}
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return false;
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}
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public bool ToNextFrame() {
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if ( currentFrame < frameCount - 1 ) {
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++currentFrame;
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return true;
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}
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return false;
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}
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// ---------------------------------------------------------------------
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//
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// Private
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//
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// ---------------------------------------------------------------------
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public void UpdateAllProperties() {
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asset = _asset;
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sequence = _sequence;
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currentFrame = _currentFrame;
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sortingLayer = _sortingLayer;
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sortingOrder = _sortingOrder;
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}
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void ChangeAsset() {
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if ( _meshRenderer ) {
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_meshRenderer.enabled = !!asset;
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}
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UpdatePropertyBlock();
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ChangeSequence();
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}
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void ChangeSequence() {
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_curSequence = null;
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if ( asset && asset.Sequences != null ) {
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for ( int i = 0, e = asset.Sequences.Count; i < e; ++i ) {
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var asset_sequence = asset.Sequences[i];
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if ( asset_sequence != null && asset_sequence.Name == sequence ) {
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_curSequence = asset_sequence;
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}
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}
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if ( _curSequence == null ) {
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for ( int i = 0, e = asset.Sequences.Count; i < e; ++i ) {
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var asset_sequence = asset.Sequences[i];
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if ( asset_sequence != null ) {
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_sequence = asset_sequence.Name;
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_curSequence = asset_sequence;
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break;
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}
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}
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}
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}
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ChangeCurrentFrame();
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}
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void ChangeCurrentFrame() {
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_currentFrame = frameCount > 0
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? Mathf.Clamp(currentFrame, 0, frameCount - 1)
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: 0;
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UpdateCurrentMesh();
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}
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void ChangeSortingProperties() {
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if ( _meshRenderer ) {
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_meshRenderer.sortingOrder = sortingOrder;
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_meshRenderer.sortingLayerName = sortingLayer;
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}
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}
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void UpdatePropertyBlock() {
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if ( _meshRenderer ) {
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if ( _curPropBlock == null ) {
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_curPropBlock = new MaterialPropertyBlock();
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}
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_meshRenderer.GetPropertyBlock(_curPropBlock);
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var atlas = asset && asset.Atlas ? asset.Atlas : null;
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if ( atlas ) {
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_curPropBlock.SetTexture("_MainTex", atlas);
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}
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_meshRenderer.SetPropertyBlock(_curPropBlock);
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}
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}
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void UpdateCurrentMesh() {
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if ( _meshFilter && _meshRenderer ) {
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var baked_frame = GetCurrentBakedFrame();
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_meshFilter.sharedMesh = baked_frame.Mesh;
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_meshRenderer.sharedMaterials = baked_frame.Materials;
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}
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}
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SwfAnimationAsset.Frame GetCurrentBakedFrame() {
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var frames = _curSequence != null ? _curSequence.Frames : null;
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return frames != null && currentFrame >= 0 && currentFrame < frames.Count
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? frames[currentFrame]
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: new SwfAnimationAsset.Frame();
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}
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// ---------------------------------------------------------------------
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//
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// Messages
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//
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// ---------------------------------------------------------------------
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void Awake() {
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_meshFilter = GetComponent<MeshFilter>();
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_meshRenderer = GetComponent<MeshRenderer>();
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_curSequence = null;
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_curPropBlock = null;
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UpdateAllProperties();
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}
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void OnEnable() {
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var swf_manager = SwfManager.GetInstance(true);
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if ( swf_manager ) {
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swf_manager.AddSwfAnimation(this);
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}
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}
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void OnDisable() {
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var swf_manager = SwfManager.GetInstance(false);
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if ( swf_manager ) {
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swf_manager.RemoveSwfAnimation(this);
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}
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}
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#if UNITY_EDITOR
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void Reset() {
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UpdateAllProperties();
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}
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void OnValidate() {
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UpdateAllProperties();
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}
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#endif
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}
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} |