/* ----------------------------------------------- Functions */ #region Functions public bool ValueGet(ref Library_SpriteStudio6.Data.Animation.Attribute.Status outValue, ref int outFrameKey, Library_SpriteStudio6.Data.Animation.PackAttribute.ContainerStatus container, ref Library_SpriteStudio6.Data.Animation.PackAttribute.ArgumentContainer argument ) { return(Library_SpriteStudio6.Data.Animation.PackAttribute.StandardUncompressed.ValueGet(ref outValue, ref outFrameKey, argument.Frame, container.TableValue)); }
/* ----------------------------------------------- Functions */ #region Functions public void CleanUp() { #if STORE_ANIMATIONSETUP_FULL int valueInitialInt = int.MinValue; float valueInitialFloat = float.NaN; Vector2 valueInitialVector2 = new Vector2(float.NaN, float.NaN); Vector3 valueInitialVector3 = new Vector3(float.NaN, float.NaN, float.NaN); Status = Library_SpriteStudio6.Data.Animation.Attribute.DefaultStatus; Position = valueInitialVector3; Rotation = valueInitialVector3; Scaling = valueInitialVector2; ScalingLocal = valueInitialVector2; RateOpacity = valueInitialFloat; RateOpacityLocal = valueInitialFloat; PowerMask = valueInitialInt; Priority = valueInitialInt; PartsColor.CleanUp(); /* = Library_SpriteStudio6.Data.Animation.Attribute.DefaultPartsColor; */ VertexCorrection.CleanUp(); OffsetPivot = valueInitialVector2; PositionAnchor = valueInitialVector2; SizeForce = valueInitialVector2; PositionTexture = valueInitialVector2; RotationTexture = valueInitialFloat; ScalingTexture = valueInitialVector2; RadiusCollision = valueInitialFloat; Instance = Library_SpriteStudio6.Data.Animation.Attribute.DefaultInstance; Effect = Library_SpriteStudio6.Data.Animation.Attribute.DefaultEffect; Deform = DefaultDeform; #endif UserData = Library_SpriteStudio6.Data.Animation.Attribute.DefaultUseData; }