mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-11-27 06:50:23 +00:00
256 lines
6.7 KiB
C#
256 lines
6.7 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Drawing;
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using System.Data;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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using Toolbox.Library.Animations;
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namespace Toolbox.Library.Forms
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{
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public partial class MiniAnimationPlayer : UserControl
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{
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public EventHandler OnAnimationFrameAdvance;
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public AnimPlayerState AnimationPlayerState = AnimPlayerState.Stop;
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public bool IsPlaying
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{
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get
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{
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return AnimationPlayerState == AnimPlayerState.Playing;
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}
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}
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public bool IsLooping
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{
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get { return loopChkBox.Checked; }
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set { loopChkBox.Checked = value; }
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}
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public float Frame
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{
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set
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{
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UpdateFrame(value);
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}
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}
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public float FrameCount
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{
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get
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{
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float frameCount = 1;
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for (int i = 0; i < currentAnimations.Count; i++)
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frameCount = Math.Max(frameCount, currentAnimations[i].FrameCount);
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return frameCount;
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}
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}
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public void Reset()
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{
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currentAnimations.Clear();
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}
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private List<STAnimation> currentAnimations = new List<STAnimation>();
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public void AddAnimation(STAnimation animation, bool reset = true)
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{
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if (animation == null)
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return;
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if (reset)
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Reset();
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currentAnimations.Add(animation);
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animation.Reset();
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totalFrame.Maximum = (decimal)FrameCount;
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totalFrame.Value = (decimal)FrameCount;
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currentFrameUpDown.Maximum = (decimal)FrameCount;
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currentFrameUpDown.Value = 0;
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animationTrackBar.Maximum = (int)FrameCount;
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SetAnimationsToFrame(0);
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}
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public MiniAnimationPlayer()
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{
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InitializeComponent();
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stPanel3.BackColor = FormThemes.BaseTheme.FormBackColor;
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stPanel4.BackColor = FormThemes.BaseTheme.FormBackColor;
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SetupTimer();
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}
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private Timer animationTimer;
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private void SetupTimer()
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{
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animationTimer = new Timer
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{
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Interval = 100 / 60
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};
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animationTimer.Tick += new EventHandler(animationTimer_Tick);
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}
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private void animationTimer_Tick(object sender, EventArgs e)
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{
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UpdateAnimationFrame();
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}
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private void Play()
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{
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AnimationPlayerState = AnimPlayerState.Playing;
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UpdateAnimationUI();
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animationTimer.Start();
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}
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private void Pause()
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{
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AnimationPlayerState = AnimPlayerState.Stop;
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UpdateAnimationUI();
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animationTimer.Stop();
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}
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private void Stop()
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{
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currentFrameUpDown.Value = 0;
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AnimationPlayerState = AnimPlayerState.Stop;
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UpdateAnimationUI();
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animationTimer.Stop();
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}
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private void UpdateAnimationUI()
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{
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btnPlay.BackgroundImage = IsPlaying ? Properties.Resources.stop
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: Properties.Resources.arrowR;
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}
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private void UpdateAnimationFrame()
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{
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if (IsPlaying)
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{
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if (currentFrameUpDown.InvokeRequired)
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{
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currentFrameUpDown.BeginInvoke((Action)(() =>
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{
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AdvanceNextFrame();
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}));
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}
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else
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{
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AdvanceNextFrame();
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}
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}
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}
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private void AdvanceNextFrame()
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{
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if (animationTrackBar.Value == FrameCount - 1)
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{
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if (IsLooping)
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currentFrameUpDown.Value = 0;
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else
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Stop();
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}
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else
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{
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if (currentFrameUpDown.Value < totalFrame.Value)
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currentFrameUpDown.Value++;
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}
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currentFrameUpDown.Refresh();
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totalFrame.Refresh();
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}
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public void UpdateFrame(float frame)
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{
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if (frame < (float)currentFrameUpDown.Maximum && frame > (float)currentFrameUpDown.Minimum)
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currentFrameUpDown.Value = (decimal)frame;
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currentFrameUpDown.Refresh();
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}
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private void currentFrameUpDown_ValueChanged(object sender, EventArgs e) {
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if (currentFrameUpDown.Value > totalFrame.Value)
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currentFrameUpDown.Value = totalFrame.Value;
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animationTrackBar.Value = (int)currentFrameUpDown.Value;
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OnFrameAdvanced();
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}
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private void totalFrame_ValueChanged(object sender, EventArgs e)
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{
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if (currentAnimations.Count == 0) return;
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if (totalFrame.Value < 1)
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{
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totalFrame.Value = 1;
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}
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else
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{
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animationTrackBar.Value = 0;
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}
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}
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private void OnFrameAdvanced()
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{
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SetAnimationsToFrame(animationTrackBar.Value);
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}
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private void SetAnimationsToFrame(float frameNum)
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{
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if (currentAnimations.Count == 0)
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return;
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foreach (var anim in currentAnimations)
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{
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if (frameNum > anim.FrameCount)
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continue;
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float animFrameNum = frameNum;
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anim.SetFrame(animFrameNum);
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anim.NextFrame();
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OnAnimationFrameAdvance?.Invoke(anim, new EventArgs());
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//Add frames to the playing animation
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anim.Frame += frameNum;
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//Reset it when it reaches the total frame count
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if (anim.Frame >= anim.FrameCount && anim.Loop)
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{
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anim.Frame = 0;
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}
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}
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}
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private void animationTrackBar_Scroll(object sender, ScrollEventArgs e) {
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if (currentAnimations.Count == 0 || totalFrame.Value <= 0)
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return;
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currentFrameUpDown.Value = (decimal)animationTrackBar.Value;
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}
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private void btnPlay_Click(object sender, EventArgs e)
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{
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if (currentAnimations.Count == 0 || FrameCount <= 0)
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return;
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if (AnimationPlayerState == AnimPlayerState.Playing)
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Pause();
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else
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Play();
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}
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}
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}
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