Optimize GC for sprite update.
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@@ -127,15 +127,15 @@ namespace Cryville.Crtr.Components {
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UpdateScale();
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UpdateZIndex();
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}
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readonly Vector2[] _uvs = new Vector2[4];
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protected virtual void UpdateUV() {
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var frame = CurrentFrame;
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if (SpriteInfo.IsNullOrEmpty(frame)) return;
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Vector2[] muv = OriginalUV;
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Vector2[] uv = new Vector2[muv.Length];
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for (int i = 0; i < uv.Length; i++) {
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uv[i] = frame.Frame.GetUV(muv[i]);
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for (int i = 0; i < _uvs.Length; i++) {
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_uvs[i] = frame.Frame.GetUV(muv[i]);
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}
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mesh.Mesh.uv = uv;
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mesh.Mesh.uv = _uvs;
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}
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float _opacity = 1;
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@@ -44,27 +44,26 @@ namespace Cryville.Crtr.Components {
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UpdateUV();
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}
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readonly Vector2[] _uvs = new Vector2[8];
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readonly Vector3[] _verts = new Vector3[8];
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protected override void UpdateUV() {
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var frame = CurrentFrame;
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if (SpriteInfo.IsNullOrEmpty(frame)) return;
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Vector2[] muv = OriginalUV;
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Vector2[] uv = new Vector2[muv.Length];
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var or = frame.Ratio;
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var sr = Scale.x / Scale.y;
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var b = new Vector2(
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(or / sr) * _border.x,
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1 - (or / sr) * (1 - _border.y)
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);
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Vector3[] vert = mesh.Mesh.vertices;
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var rr = or / sr;
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var b1 = rr * _border.x;
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var b2 = 1 - rr * (1 - _border.y);
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for (int i = 0; i < muv.Length; i++) {
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float x; float bx;
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switch ((int)muv[i].x) {
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case 0: x = 0; bx = 0; break;
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case 1: x = _border.x; bx = b.x; break;
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case 2: x = _border.y; bx = b.y; break;
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case 1: x = _border.x; bx = b1; break;
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case 2: x = _border.y; bx = b2; break;
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case 3: x = 1; bx = 1; break;
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default: throw new NotSupportedException("Built-in resource corrupted");
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}
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@@ -74,12 +73,12 @@ namespace Cryville.Crtr.Components {
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case 3: y = 1; break;
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default: throw new NotSupportedException("Built-in resource corrupted");
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}
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uv[i] = frame.Frame.GetUV(x, y);
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_uvs[i] = frame.Frame.GetUV(x, y);
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bx -= 0.5f; y -= 0.5f;
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vert[i] = new Vector3(bx, 0, y);
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_verts[i] = new Vector3(bx, 0, y);
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}
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mesh.Mesh.uv = uv;
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mesh.Mesh.vertices = vert;
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mesh.Mesh.uv = _uvs;
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mesh.Mesh.vertices = _verts;
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}
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public override void Init() {
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