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using System;
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using Unity.Collections;
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using UnityEngine;
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namespace UnityEditor.U2D.PSD
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{
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[Serializable]
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class PSDLayer
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{
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[SerializeField]
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string m_Name;
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[SerializeField]
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string m_SpriteName;
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[SerializeField]
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bool m_IsGroup;
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[SerializeField]
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int m_ParentIndex;
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[SerializeField]
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string m_SpriteID;
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[SerializeField]
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int m_LayerID;
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[SerializeField]
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Vector2Int m_MosaicPosition;
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[NonSerialized]
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GameObject m_GameObject;
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public PSDLayer(NativeArray<Color32> tex, int parent, bool group, string layerName, int width, int height, int id)
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{
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isGroup = group;
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parentIndex = parent;
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texture = tex;
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name = layerName;
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this.width = width;
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this.height = height;
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layerID = id;
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}
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public int layerID { get { return m_LayerID; } private set { m_LayerID = value; } }
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public string name { get { return m_Name; } private set { m_Name = value; } }
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public string spriteName { get { return m_SpriteName; } set { m_SpriteName = value; } }
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public bool isGroup { get { return m_IsGroup; } private set { m_IsGroup = value; } }
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public int parentIndex { get { return m_ParentIndex; } private set { m_ParentIndex = value; } }
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public Vector2Int mosaicPosition { get { return m_MosaicPosition; } set { m_MosaicPosition = value; } }
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public GUID spriteID { get { return new GUID(m_SpriteID); } set { m_SpriteID = value.ToString(); } }
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public GameObject gameObject { get { return m_GameObject; } set { m_GameObject = value; } }
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public NativeArray<Color32> texture { get; set; }
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public int width { get; private set; }
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public int height { get; private set; }
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public void Dispose()
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{
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if (texture.IsCreated)
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texture.Dispose();
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}
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}
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}
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