/**
         * @inheritDoc
         */
        protected override void _onClear()
        {
            base._onClear();

            foreach (var pair in boneTimelines)
            {
                pair.Value.ReturnToPool();
            }

            foreach (var pair in slotTimelines)
            {
                pair.Value.ReturnToPool();
            }

            foreach (var pair in ffdTimelines)
            {
                foreach (var pairA in pair.Value)
                {
                    foreach (var pairB in pairA.Value)
                    {
                        pairB.Value.ReturnToPool();
                    }
                }
            }

            hasAsynchronyTimeline = false;
            frameCount            = 0;
            playTimes             = 0;
            position              = 0.0f;
            duration              = 0.0f;
            fadeInTime            = 0.0f;
            cacheTimeToFrameScale = 0.0f;
            name           = null;
            animation      = null;
            zOrderTimeline = null;
            cachedFrames   = null;
            boneTimelines.Clear();
            slotTimelines.Clear();
            ffdTimelines.Clear();
        }
Beispiel #2
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        /**
         * @private
         */
        protected override void _onClear()
        {
            base._onClear();

            foreach (var pair in boneTimelines)
            {
                pair.Value.ReturnToPool();
            }

            foreach (var pair in slotTimelines)
            {
                pair.Value.ReturnToPool();
            }

            foreach (var pair in ffdTimelines)
            {
                foreach (var pairA in pair.Value)
                {
                    foreach (var pairB in pairA.Value)
                    {
                        pairB.Value.ReturnToPool();
                    }
                }
            }

            frameCount     = 0;
            playTimes      = 0;
            duration       = 0.0f;
            fadeInTime     = 0.0f;
            cacheFrameRate = 0.0f;
            name           = null;
            boneTimelines.Clear();
            slotTimelines.Clear();
            ffdTimelines.Clear();
            cachedFrames.Clear();
            boneCachedFrameIndices.Clear();
            slotCachedFrameIndices.Clear();
            zOrderTimeline = null;
        }