mirror of
https://github.com/photonstorm/phaser
synced 2024-11-21 20:23:19 +00:00
Added scale override and event listeners
This commit is contained in:
parent
b209a9b416
commit
d43e755695
3 changed files with 179 additions and 13 deletions
95
plugins/spine/dist/SpinePlugin.js
vendored
95
plugins/spine/dist/SpinePlugin.js
vendored
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@ -20309,9 +20309,17 @@ var SpineGameObject = new Class({
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}
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this.state = data.state;
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this.stateData = data.stateData;
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this.state.addListener({
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event: function (entry, event) { console.log('event fired ' + event.data + ' at track' + entry.trackIndex); },
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complete: function (entry) { console.log('track ' + entry.trackIndex + ' completed'); },
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start: function (entry) { console.log('animation is set at ' + entry.trackIndex); },
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end: function (entry) { console.log('animation was ended at ' + entry.trackIndex); },
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dispose: function (entry) { console.log('animation was disposed at ' + entry.trackIndex); },
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interrupted: function (entry) { console.log('animation was interrupted at ' + entry.trackIndex); }
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});
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if (animationName)
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{
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this.setAnimation(0, animationName, loop);
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@ -20411,6 +20419,55 @@ var SpineGameObject = new Class({
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return this;
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},
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/**
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* The horizontal scale of this Game Object.
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* Override Transform component.
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*
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* @name Phaser.GameObjects.Components.Transform#scaleX
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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scaleX: {
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get: function ()
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{
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return this._scaleX;
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},
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set: function (value)
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{
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this._scaleX = value;
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this.refresh();
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}
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},
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/**
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* The vertical scale of this Game Object.
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*
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* @name Phaser.GameObjects.Components.Transform#scaleY
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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scaleY: {
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get: function ()
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{
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return this._scaleY;
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},
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set: function (value)
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{
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this._scaleY = value;
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this.refresh();
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}
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},
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getBoneList: function ()
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{
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var output = [];
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@ -20488,15 +20545,41 @@ var SpineGameObject = new Class({
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}
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},
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play: function (animationName, loop)
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/**
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* Plays an Animation on a Game Object that has the Animation component, such as a Sprite.
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*
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* Animations are stored in the global Animation Manager and are referenced by a unique string-based key.
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*
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* @method Phaser.GameObjects.Components.Animation#play
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* @fires Phaser.GameObjects.Components.Animation#onStartEvent
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* @since 3.0.0
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*
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* @param {(string|Phaser.Animations.Animation)} key - The string-based key of the animation to play, as defined previously in the Animation Manager. Or an Animation instance.
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* @param {boolean} [ignoreIfPlaying=false] - If this animation is already playing then ignore this call.
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* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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play: function (animationName, loop, ignoreIfPlaying)
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{
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if (loop === undefined) { loop = false; }
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return this.setAnimation(0, animationName, loop);
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return this.setAnimation(0, animationName, loop, ignoreIfPlaying);
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},
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setAnimation: function (trackIndex, animationName, loop)
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setAnimation: function (trackIndex, animationName, loop, ignoreIfPlaying)
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{
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if (loop === undefined) { loop = false; }
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if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
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if (ignoreIfPlaying)
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{
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var current = this.getCurrentAnimation(trackIndex);
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if (current && current.name === animationName)
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{
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return this;
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}
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}
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if (this.findAnimation(animationName))
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{
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this.state.setAnimation(trackIndex, animationName, loop);
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2
plugins/spine/dist/SpinePlugin.js.map
vendored
2
plugins/spine/dist/SpinePlugin.js.map
vendored
File diff suppressed because one or more lines are too long
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@ -330,9 +330,17 @@ var SpineGameObject = new Class({
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}
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this.state = data.state;
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this.stateData = data.stateData;
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this.state.addListener({
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event: function (entry, event) { console.log('event fired ' + event.data + ' at track' + entry.trackIndex); },
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complete: function (entry) { console.log('track ' + entry.trackIndex + ' completed'); },
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start: function (entry) { console.log('animation is set at ' + entry.trackIndex); },
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end: function (entry) { console.log('animation was ended at ' + entry.trackIndex); },
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dispose: function (entry) { console.log('animation was disposed at ' + entry.trackIndex); },
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interrupted: function (entry) { console.log('animation was interrupted at ' + entry.trackIndex); }
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});
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if (animationName)
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{
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this.setAnimation(0, animationName, loop);
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@ -432,6 +440,55 @@ var SpineGameObject = new Class({
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return this;
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},
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/**
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* The horizontal scale of this Game Object.
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* Override Transform component.
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*
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* @name Phaser.GameObjects.Components.Transform#scaleX
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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scaleX: {
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get: function ()
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{
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return this._scaleX;
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},
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set: function (value)
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{
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this._scaleX = value;
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this.refresh();
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}
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},
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/**
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* The vertical scale of this Game Object.
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*
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* @name Phaser.GameObjects.Components.Transform#scaleY
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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scaleY: {
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get: function ()
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{
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return this._scaleY;
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},
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set: function (value)
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{
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this._scaleY = value;
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this.refresh();
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}
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},
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getBoneList: function ()
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{
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var output = [];
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@ -509,15 +566,41 @@ var SpineGameObject = new Class({
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}
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},
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play: function (animationName, loop)
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/**
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* Plays an Animation on a Game Object that has the Animation component, such as a Sprite.
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*
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* Animations are stored in the global Animation Manager and are referenced by a unique string-based key.
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*
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* @method Phaser.GameObjects.Components.Animation#play
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* @fires Phaser.GameObjects.Components.Animation#onStartEvent
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* @since 3.0.0
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*
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* @param {(string|Phaser.Animations.Animation)} key - The string-based key of the animation to play, as defined previously in the Animation Manager. Or an Animation instance.
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* @param {boolean} [ignoreIfPlaying=false] - If this animation is already playing then ignore this call.
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* @param {integer} [startFrame=0] - Optionally start the animation playing from this frame index.
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*
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* @return {Phaser.GameObjects.GameObject} The Game Object that owns this Animation Component.
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*/
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play: function (animationName, loop, ignoreIfPlaying)
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{
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if (loop === undefined) { loop = false; }
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return this.setAnimation(0, animationName, loop);
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return this.setAnimation(0, animationName, loop, ignoreIfPlaying);
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},
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setAnimation: function (trackIndex, animationName, loop)
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setAnimation: function (trackIndex, animationName, loop, ignoreIfPlaying)
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{
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if (loop === undefined) { loop = false; }
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if (ignoreIfPlaying === undefined) { ignoreIfPlaying = false; }
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if (ignoreIfPlaying)
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{
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var current = this.getCurrentAnimation(trackIndex);
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if (current && current.name === animationName)
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{
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return this;
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}
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}
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if (this.findAnimation(animationName))
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{
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this.state.setAnimation(trackIndex, animationName, loop);
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