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								using Aseprite.Chunks;
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								using System.Collections.Generic;
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								using System.IO;
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								using UnityEngine;
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								namespace Aseprite
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								{
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								    public class Frame
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								    {
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								        public AseFile File = null;
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								        public uint Length { get; private set; }
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								        public ushort MagicNumber { get; private set; }
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								        public ushort OldChunksCount { get; private set; }
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								        public uint ChunksCount { get; private set; }
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								        public ushort FrameDuration { get; private set; }
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								        public List<Chunk> Chunks { get; private set; }
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								        private bool useNewChunkCount = true;
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								        public uint GetChunkCount()
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								        {
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								            if (useNewChunkCount)
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								                return ChunksCount;
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								            else
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								                return OldChunksCount;
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								        }
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								        public Frame(AseFile file, BinaryReader reader)
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								        {
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								            File = file;
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								            Length = reader.ReadUInt32();
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								            MagicNumber = reader.ReadUInt16();
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								            OldChunksCount = reader.ReadUInt16();
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								            FrameDuration = reader.ReadUInt16();
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								            reader.ReadBytes(2); // For Future
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								            ChunksCount = reader.ReadUInt32();
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								            if (ChunksCount == 0)
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								                useNewChunkCount = false;
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								            Chunks = new List<Chunk>();
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								            for (int i = 0; i < GetChunkCount(); i++)
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								            {
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								                Chunk chunk = Chunk.ReadChunk(this, reader);
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								                if (chunk != null)
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								                    Chunks.Add(chunk);
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								            }
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								        }
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								        public T GetChunk<T>() where T : Chunk
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								        {
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								            for (int i = 0; i < Chunks.Count; i++)
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								            {
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								                if (Chunks[i] is T)
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								                {
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								                    return (T)Chunks[i];
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								                }
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								            }
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								            return null;
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								        }
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								        public T GetCelChunk<T>(int layerIndex) where T : CelChunk
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								        {
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								            for (int i = 0; i < Chunks.Count; i++)
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								            {
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								                if (Chunks[i] is T && (Chunks[i] as CelChunk).LayerIndex == layerIndex)
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								                {
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								                    return (T)Chunks[i];
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								                }
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								            }
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								            return null;
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								        }
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								        public List<T> GetChunks<T>() where T : Chunk
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								        {
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								            List<T> chunks = new List<T>();
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								            for (int i = 0; i < Chunks.Count; i++)
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								            {
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								                if (Chunks[i] is T)
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								                {
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								                    chunks.Add((T)Chunks[i]);
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								                }
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								            }
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								            return chunks;
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								        }
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								    }
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								}
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