refactor: Update Unity to 2022.3.62
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@@ -30,13 +30,13 @@ namespace Cryville.Common.Unity {
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[SerializeField]
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public string Attribute;
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public bool Equals(AttributeBinding other) {
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public readonly bool Equals(AttributeBinding other) {
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return Component.Equals(other.Component) && Attribute.Equals(other.Attribute);
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}
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public override bool Equals(object obj) {
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return obj is AttributeBinding && Equals((AttributeBinding)obj);
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public override readonly bool Equals(object obj) {
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return obj is AttributeBinding other && Equals(other);
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}
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public override int GetHashCode() {
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public override readonly int GetHashCode() {
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return Component.GetHashCode() ^ Attribute.GetHashCode();
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}
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}
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@@ -44,10 +44,10 @@ namespace Cryville.Common.Unity {
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[SerializeField]
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StateTweener[] m_children;
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readonly List<string> _statePriority = new List<string>();
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readonly Dictionary<AttributeBinding, object> _defaults = new Dictionary<AttributeBinding, object>();
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readonly Dictionary<AttributeBinding, PropertyTweener<object>> _tweeners = new Dictionary<AttributeBinding, PropertyTweener<object>>();
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readonly Dictionary<string, Dictionary<AttributeBinding, object>> _runtimeStates = new Dictionary<string, Dictionary<AttributeBinding, object>>();
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readonly List<string> _statePriority = new();
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readonly Dictionary<AttributeBinding, object> _defaults = new();
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readonly Dictionary<AttributeBinding, PropertyTweener<object>> _tweeners = new();
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readonly Dictionary<string, Dictionary<AttributeBinding, object>> _runtimeStates = new();
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void Awake() {
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var types = new Dictionary<AttributeBinding, Type>();
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@@ -130,7 +130,7 @@ namespace Cryville.Common.Unity {
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foreach (var tweener in _tweeners) tweener.Value.Advance(Time.deltaTime);
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}
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readonly List<string> m_cState = new List<string>();
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readonly List<string> m_cState = new();
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public IReadOnlyList<string> CurrentState => m_cState;
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public void ClearState(float transitionDuration = float.Epsilon) {
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foreach (var child in m_children) child.ClearState(transitionDuration);
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@@ -161,7 +161,7 @@ namespace Cryville.Common.Unity {
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if (index < 0) return;
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m_cState.RemoveAt(index);
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if (index < m_cState.Count) return;
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var attrs = m_cState.Count == 0 ? _defaults : _runtimeStates[m_cState[m_cState.Count - 1]];
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var attrs = m_cState.Count == 0 ? _defaults : _runtimeStates[m_cState[^1]];
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foreach (var tweener in _tweeners) {
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tweener.Value.Start(attrs[tweener.Key], transitionDuration);
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}
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