259 lines
6.3 KiB
C#
259 lines
6.3 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityEditor.U2D.Animation
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{
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internal interface ISkinningCachePersistentState
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{
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string lastSpriteId
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{
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get;
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set;
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}
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Tools lastUsedTool
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{
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get;
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set;
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}
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List<int> lastBoneSelectionIds
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{
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get;
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}
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Texture2D lastTexture
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{
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get;
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set;
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}
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SerializableDictionary<int, BonePose> lastPreviewPose
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{
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get;
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}
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SerializableDictionary<int, bool> lastBoneVisibility
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{
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get;
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}
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SerializableDictionary<int, bool> lastBoneExpansion
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{
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get;
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}
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SerializableDictionary<string, bool> lastSpriteVisibility
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{
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get;
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}
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SerializableDictionary<int, bool> lastGroupVisibility
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{
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get;
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}
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SkinningMode lastMode
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{
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get;
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set;
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}
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bool lastVisibilityToolActive
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{
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get;
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set;
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}
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int lastVisibilityToolIndex
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{
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get;
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set;
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}
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IndexedSelection lastVertexSelection
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{
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get;
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}
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float lastBrushSize
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{
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get;
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set;
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}
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float lastBrushHardness
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{
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get;
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set;
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}
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float lastBrushStep
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{
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get;
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set;
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}
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}
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[Serializable]
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internal class SkinningCachePersistentState
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: ScriptableSingleton<SkinningCachePersistentState>
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, ISkinningCachePersistentState
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{
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[SerializeField] Tools m_LastUsedTool = Tools.EditPose;
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[SerializeField] SkinningMode m_LastMode = SkinningMode.Character;
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[SerializeField] string m_LastSpriteId = String.Empty;
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[SerializeField] List<int> m_LastBoneSelectionIds = new List<int>();
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[SerializeField] Texture2D m_LastTexture;
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[SerializeField]
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SerializableDictionary<int, BonePose> m_SkeletonPreviewPose =
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new SerializableDictionary<int, BonePose>();
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[SerializeField]
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SerializableDictionary<int, bool> m_BoneVisibility =
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new SerializableDictionary<int, bool>();
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[SerializeField]
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SerializableDictionary<int, bool> m_BoneExpansion =
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new SerializableDictionary<int, bool>();
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[SerializeField]
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SerializableDictionary<string, bool> m_SpriteVisibility =
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new SerializableDictionary<string, bool>();
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[SerializeField]
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SerializableDictionary<int, bool> m_GroupVisibility =
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new SerializableDictionary<int, bool>();
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[SerializeField] IndexedSelection m_VertexSelection;
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[SerializeField] bool m_VisibilityToolActive;
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[SerializeField] int m_VisibilityToolIndex = -1;
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[SerializeField] float m_LastBrushSize = 25f;
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[SerializeField] float m_LastBrushHardness = 1f;
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[SerializeField] float m_LastBrushStep = 20f;
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public SkinningCachePersistentState()
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{
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m_VertexSelection = new IndexedSelection();
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}
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void OnEnable()
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{
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name = GetType().ToString();
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}
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void OnDisable()
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{
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Undo.ClearUndo(this);
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}
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public void SetDefault()
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{
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m_LastUsedTool = Tools.EditPose;
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m_LastMode = SkinningMode.Character;
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m_LastSpriteId = String.Empty;
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m_LastBoneSelectionIds.Clear();
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m_LastTexture = null;
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m_VertexSelection.Clear();
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m_SkeletonPreviewPose.Clear();
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m_BoneVisibility.Clear();
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m_BoneExpansion.Clear();
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m_SpriteVisibility.Clear();
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m_GroupVisibility.Clear();
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m_VisibilityToolActive = false;
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m_VisibilityToolIndex = -1;
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}
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public string lastSpriteId
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{
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get => m_LastSpriteId;
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set => m_LastSpriteId = value;
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}
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public Tools lastUsedTool
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{
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get => m_LastUsedTool;
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set => m_LastUsedTool = value;
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}
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public List<int> lastBoneSelectionIds => m_LastBoneSelectionIds;
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public Texture2D lastTexture
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{
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get => m_LastTexture;
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set
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{
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if (value != m_LastTexture)
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{
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m_LastMode = SkinningMode.Character;
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m_LastSpriteId = string.Empty;
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m_LastBoneSelectionIds.Clear();
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m_VertexSelection.Clear();
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m_SkeletonPreviewPose.Clear();
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m_BoneVisibility.Clear();
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m_BoneExpansion.Clear();
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m_SpriteVisibility.Clear();
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m_GroupVisibility.Clear();
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}
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m_LastTexture = value;
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}
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}
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public SerializableDictionary<int, BonePose> lastPreviewPose => m_SkeletonPreviewPose;
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public SerializableDictionary<int, bool> lastBoneVisibility => m_BoneVisibility;
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public SerializableDictionary<int, bool> lastBoneExpansion => m_BoneExpansion;
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public SerializableDictionary<string, bool> lastSpriteVisibility => m_SpriteVisibility;
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public SerializableDictionary<int, bool> lastGroupVisibility => m_GroupVisibility;
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public SkinningMode lastMode
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{
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get => m_LastMode;
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set => m_LastMode = value;
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}
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public bool lastVisibilityToolActive
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{
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get => m_VisibilityToolActive;
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set => m_VisibilityToolActive = value;
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}
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public int lastVisibilityToolIndex
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{
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get => m_VisibilityToolIndex;
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set => m_VisibilityToolIndex = value;
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}
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public IndexedSelection lastVertexSelection => m_VertexSelection;
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public float lastBrushSize
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{
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get => m_LastBrushSize;
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set => m_LastBrushSize = value;
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}
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public float lastBrushHardness
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{
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get => m_LastBrushHardness;
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set => m_LastBrushHardness = value;
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}
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public float lastBrushStep
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{
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get => m_LastBrushStep;
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set => m_LastBrushStep = value;
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}
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}
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}
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