Polish melee effects (#11653)
* Polish melee effects * adjustments * Animation changes * Fix fist
This commit is contained in:
@@ -1,9 +1,10 @@
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using Content.Client.Weapons.Melee.Components;
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using Content.Shared.Weapons;
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using Content.Shared.Weapons.Melee;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Shared.Animations;
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using Robust.Shared.Utility;
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using Robust.Shared.Map;
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namespace Content.Client.Weapons.Melee;
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@@ -13,7 +14,12 @@ public sealed partial class MeleeWeaponSystem
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/// It's a little on the long side but given we use multiple colours denoting what happened it makes it easier to register.
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/// </summary>
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private const float DamageAnimationLength = 0.30f;
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private const string AnimationKey = "melee-animation";
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private const string DamageAnimationKey = "damage-effect";
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private const string FadeAnimationKey = "melee-fade";
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private const string SlashAnimationKey = "melee-slash";
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private const string ThrustAnimationKey = "melee-thrust";
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private void InitializeEffect()
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{
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@@ -54,7 +60,7 @@ public sealed partial class MeleeWeaponSystem
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(color * sprite.Color, 0f),
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new AnimationTrackProperty.KeyFrame(color, 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Color, DamageAnimationLength)
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}
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}
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@@ -104,4 +110,175 @@ public sealed partial class MeleeWeaponSystem
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_animation.Play(player, animation, DamageAnimationKey);
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}
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}
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/// <summary>
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/// Does all of the melee effects for a player that are predicted, i.e. character lunge and weapon animation.
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/// </summary>
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public override void DoLunge(EntityUid user, Angle angle, Vector2 localPos, string? animation)
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{
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if (!Timing.IsFirstTimePredicted)
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return;
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var lunge = GetLungeAnimation(localPos);
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// Stop any existing lunges on the user.
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_animation.Stop(user, MeleeLungeKey);
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_animation.Play(user, lunge, MeleeLungeKey);
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// Clientside entity to spawn
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if (animation != null)
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{
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if (!TryComp<TransformComponent>(user, out var userXform))
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return;
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var coords = userXform.Coordinates;
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var animationUid = Spawn(animation, coords);
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if (localPos != Vector2.Zero && TryComp<SpriteComponent>(animationUid, out var sprite))
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{
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if (TryComp<WeaponArcVisualsComponent>(animationUid, out var arcComponent))
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{
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sprite.NoRotation = true;
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sprite.Rotation = localPos.ToWorldAngle();
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var distance = Math.Clamp(localPos.Length / 2f, 0.2f, 1f);
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switch (arcComponent.Animation)
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{
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case WeaponArcAnimation.Slash:
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_animation.Play(animationUid, GetSlashAnimation(sprite, angle), SlashAnimationKey);
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0.065f, 0.065f + 0.05f), FadeAnimationKey);
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break;
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case WeaponArcAnimation.Thrust:
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_animation.Play(animationUid, GetThrustAnimation(sprite, distance), ThrustAnimationKey);
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0.05f, 0.15f), FadeAnimationKey);
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break;
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case WeaponArcAnimation.None:
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var mapPos = userXform.WorldPosition;
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var xform = Transform(animationUid);
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xform.AttachToGridOrMap();
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xform.WorldPosition = mapPos + (userXform.WorldRotation - userXform.LocalRotation).RotateVec(localPos);
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if (arcComponent.Fadeout)
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_animation.Play(animationUid, GetFadeAnimation(sprite, 0f, 0.15f), FadeAnimationKey);
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break;
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}
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}
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}
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}
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}
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private Animation GetSlashAnimation(SpriteComponent sprite, Angle arc)
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{
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const float slashStart = 0.03f;
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const float slashEnd = 0.065f;
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const float length = slashEnd + 0.05f;
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var startRotation = sprite.Rotation - arc / 2;
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var endRotation = sprite.Rotation + arc / 2;
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sprite.NoRotation = true;
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return new Animation()
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{
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Length = TimeSpan.FromSeconds(length),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Rotation),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(startRotation, 0f),
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new AnimationTrackProperty.KeyFrame(startRotation, slashStart),
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new AnimationTrackProperty.KeyFrame(endRotation, slashEnd)
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}
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},
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(startRotation.RotateVec(new Vector2(0f, -1f)), 0f),
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new AnimationTrackProperty.KeyFrame(startRotation.RotateVec(new Vector2(0f, -1f)), slashStart),
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new AnimationTrackProperty.KeyFrame(endRotation.RotateVec(new Vector2(0f, -1f)), slashEnd)
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}
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},
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}
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};
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}
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private Animation GetThrustAnimation(SpriteComponent sprite, float distance)
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{
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const float thrustEnd = 0.05f;
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const float length = 0.15f;
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return new Animation()
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{
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Length = TimeSpan.FromSeconds(length),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance / 5f)), 0f),
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new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance)), thrustEnd),
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new AnimationTrackProperty.KeyFrame(sprite.Rotation.RotateVec(new Vector2(0f, -distance)), length),
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}
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},
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}
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};
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}
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private Animation GetFadeAnimation(SpriteComponent sprite, float start, float end)
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{
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return new Animation
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{
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Length = TimeSpan.FromSeconds(end),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Color),
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(sprite.Color, start),
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new AnimationTrackProperty.KeyFrame(sprite.Color.WithAlpha(0f), end)
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}
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}
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}
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};
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}
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/// <summary>
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/// Get the sprite offset animation to use for mob lunges.
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/// </summary>
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private Animation GetLungeAnimation(Vector2 direction)
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{
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const float length = 0.1f;
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return new Animation
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{
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Length = TimeSpan.FromSeconds(length),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty()
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(direction.Normalized * 0.15f, 0f),
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, length)
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}
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}
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}
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};
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}
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}
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