mirror of
https://github.com/photonstorm/phaser
synced 2024-11-21 20:23:19 +00:00
New Spine Plugin build
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parent
ce2918d66b
commit
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12 changed files with 94674 additions and 2102 deletions
1569
plugins/spine/dist/SpineCanvasPlugin.js
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plugins/spine/dist/SpineCanvasPlugin.js
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plugins/spine/dist/SpineCanvasPlugin.min.js
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plugins/spine/dist/SpineCanvasPlugin.min.js
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plugins/spine/dist/SpineCanvasPluginDebug.js
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plugins/spine/dist/SpineCanvasPluginDebug.js
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plugins/spine/dist/SpineCanvasPluginDebug.js.map
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plugins/spine/dist/SpineCanvasPluginDebug.js.map
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1593
plugins/spine/dist/SpinePlugin.js
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plugins/spine/dist/SpinePlugin.js
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plugins/spine/dist/SpinePlugin.min.js
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plugins/spine/dist/SpinePlugin.min.js
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plugins/spine/dist/SpinePluginDebug.js
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plugins/spine/dist/SpinePluginDebug.js
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@ -2642,6 +2642,7 @@ var ComponentsToJSON = __webpack_require__(/*! ./components/ToJSON */ "../../../
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var DataManager = __webpack_require__(/*! ../data/DataManager */ "../../../src/data/DataManager.js");
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var EventEmitter = __webpack_require__(/*! eventemitter3 */ "../../../node_modules/eventemitter3/index.js");
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var Events = __webpack_require__(/*! ./events */ "../../../src/gameobjects/events/index.js");
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var SceneEvents = __webpack_require__(/*! ../scene/events */ "../../../src/scene/events/index.js");
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/**
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* @classdesc
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@ -3298,6 +3299,145 @@ var GameObject = new Class({
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return indexes;
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},
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/**
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* Adds this Game Object to the given Display List.
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*
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* If no Display List is specified, it will default to the Display List owned by the Scene to which
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* this Game Object belongs.
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*
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* A Game Object can only exist on one Display List at any given time, but may move freely between them.
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*
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* If this Game Object is already on another Display List when this method is called, it will first
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* be removed from it, before being added to the new list.
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*
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* You can query which list it is on by looking at the `Phaser.GameObjects.GameObject#displayList` property.
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*
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* If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly
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* disable it from rendering, consider using the `setVisible` method, instead.
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*
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* @method Phaser.GameObjects.GameObject#addToDisplayList
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* @fires Phaser.Scenes.Events#ADDED_TO_SCENE
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* @fires Phaser.GameObjects.Events#ADDED_TO_SCENE
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* @since 3.53.0
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*
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* @param {(Phaser.GameObjects.DisplayList|Phaser.GameObjects.Layer)} [displayList] - The Display List to add to. Defaults to the Scene Display List.
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*
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* @return {this} This Game Object.
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*/
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addToDisplayList: function (displayList)
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{
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if (displayList === undefined) { displayList = this.scene.sys.displayList; }
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if (this.displayList && this.displayList !== displayList)
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{
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this.removeFromDisplayList();
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}
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// Don't repeat if it's already on this list
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if (!displayList.exists(this))
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{
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this.displayList = displayList;
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displayList.add(this, true);
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displayList.queueDepthSort();
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this.emit(Events.ADDED_TO_SCENE, this, this.scene);
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displayList.events.emit(SceneEvents.ADDED_TO_SCENE, this, this.scene);
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}
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return this;
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},
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/**
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* Adds this Game Object to the Update List belonging to the Scene.
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*
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* When a Game Object is added to the Update List it will have its `preUpdate` method called
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* every game frame. This method is passed two parameters: `delta` and `time`.
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*
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* If you wish to run your own logic within `preUpdate` then you should always call
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* `preUpdate.super(delta, time)` within it, or it may fail to process required operations,
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* such as Sprite animations.
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*
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* @method Phaser.GameObjects.GameObject#addToUpdateList
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* @since 3.53.0
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*
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* @return {this} This Game Object.
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*/
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addToUpdateList: function ()
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{
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if (this.scene && this.preUpdate)
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{
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this.scene.sys.updateList.add(this);
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}
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return this;
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},
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/**
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* Removes this Game Object from the Display List it is currently on.
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*
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* A Game Object can only exist on one Display List at any given time, but may move freely removed
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* and added back at a later stage.
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*
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* You can query which list it is on by looking at the `Phaser.GameObjects.GameObject#displayList` property.
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*
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* If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly
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* disable it from rendering, consider using the `setVisible` method, instead.
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*
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* @method Phaser.GameObjects.GameObject#removeFromDisplayList
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* @fires Phaser.Scenes.Events#REMOVED_FROM_SCENE
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* @fires Phaser.GameObjects.Events#REMOVED_FROM_SCENE
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* @since 3.53.0
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*
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* @return {this} This Game Object.
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*/
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removeFromDisplayList: function ()
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{
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var displayList = this.displayList || this.scene.sys.displayList;
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if (displayList.exists(this))
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{
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displayList.remove(this, true);
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displayList.queueDepthSort();
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this.displayList = null;
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this.emit(Events.REMOVED_FROM_SCENE, this, this.scene);
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displayList.events.emit(SceneEvents.REMOVED_FROM_SCENE, this, this.scene);
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}
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return this;
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},
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/**
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* Removes this Game Object from the Scene's Update List.
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*
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* When a Game Object is on the Update List, it will have its `preUpdate` method called
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* every game frame. Calling this method will remove it from the list, preventing this.
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*
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* Removing a Game Object from the Update List will stop most internal functions working.
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* For example, removing a Sprite from the Update List will prevent it from being able to
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* run animations.
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*
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* @method Phaser.GameObjects.GameObject#removeFromUpdateList
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* @since 3.53.0
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*
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* @return {this} This Game Object.
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*/
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removeFromUpdateList: function ()
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{
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if (this.scene && this.preUpdate)
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{
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this.scene.sys.updateList.remove(this);
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}
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return this;
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},
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/**
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* Destroys this Game Object removing it from the Display List and Update List and
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* severing all ties to parent resources.
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@ -3337,11 +3477,8 @@ var GameObject = new Class({
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this.resetPostPipeline(true);
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}
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if (this.displayList)
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{
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this.displayList.queueDepthSort();
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this.displayList.remove(this);
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}
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this.removeFromDisplayList();
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this.removeFromUpdateList();
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if (this.input)
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{
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@ -3368,7 +3505,6 @@ var GameObject = new Class({
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this.visible = false;
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this.scene = undefined;
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this.displayList = undefined;
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this.parentContainer = undefined;
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}
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@ -9341,33 +9477,19 @@ var Container = new Class({
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if (this.exclusive)
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{
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if (gameObject.displayList)
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{
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gameObject.displayList.remove(gameObject);
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}
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gameObject.removeFromDisplayList();
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if (gameObject.parentContainer)
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{
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gameObject.parentContainer.remove(gameObject);
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}
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if (this.displayList)
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{
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gameObject.displayList = this.displayList;
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}
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else
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{
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gameObject.displayList = this.scene.sys.displayList;
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}
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var displayList = this.displayList || this.scene.sys.displayList;
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gameObject.addToDisplayList(displayList);
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gameObject.parentContainer = this;
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}
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// Is only on the Display List via this Container
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if (!this.scene.sys.displayList.exists(gameObject))
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{
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gameObject.emit(Events.ADDED_TO_SCENE, gameObject, this.scene);
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}
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},
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/**
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if (this.exclusive)
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{
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gameObject.parentContainer = null;
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}
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gameObject.removeFromDisplayList();
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// Is only on the Display List via this Container
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if (!this.scene.sys.displayList.exists(gameObject))
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{
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gameObject.emit(Events.REMOVED_FROM_SCENE, gameObject, this.scene);
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gameObject.parentContainer = null;
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gameObject.addToDisplayList();
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}
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},
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plugins/spine/dist/SpinePluginDebug.js.map
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plugins/spine/dist/SpinePluginDebug.js.map
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plugins/spine/dist/SpineWebGLPlugin.js
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plugins/spine/dist/SpineWebGLPlugin.js
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plugins/spine/dist/SpineWebGLPlugin.min.js
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plugins/spine/dist/SpineWebGLPlugin.min.js
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plugins/spine/dist/SpineWebGLPluginDebug.js
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plugins/spine/dist/SpineWebGLPluginDebug.js
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plugins/spine/dist/SpineWebGLPluginDebug.js.map
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plugins/spine/dist/SpineWebGLPluginDebug.js.map
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