/** * @private */ override protected void _onClear() { foreach (var animationState in _animationStates) { animationState.ReturnToPool(); } if (_animationConfig != null) { _animationConfig.ReturnToPool(); } timeScale = 1.0f; _isPlaying = false; _animationStateDirty = false; _timelineStateDirty = false; _cacheFrameIndex = -1; _animationNames.Clear(); _animations.Clear(); _animationStates.Clear(); _armature = null; _lastAnimationState = null; _animationConfig = null; }
protected override void _onClear() { if (animationConfig != null) { animationConfig.ReturnToPool(); } type = ActionType.Play; bone = null; slot = null; animationConfig = null; }