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synced 2025-06-11 13:01:18 -04:00
Prevent desync of currentCostume
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parent
113a4b2c8a
commit
cbc370ec58
3 changed files with 127 additions and 11 deletions
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@ -505,18 +505,28 @@ class RenderedTarget extends Target {
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return null;
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}
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const deletedCostume = this.sprite.deleteCostumeAt(index);
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const deletedCostume = this.sprite.deleteCostumeAt(index, true); // Update current costume
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if (index === this.currentCostume && index === originalCostumeCount - 1) {
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this.runtime.requestTargetsUpdate(this);
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return deletedCostume;
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}
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/**
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* Shift current costume index if needed and re-render this target.
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* This needs to be called on all clones to prevent desync crash. (#2661)
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* @param {number} index Index of deleted costume
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* @param {boolean} isLastCostume Whether the deleted costume was the last costume or not
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*/
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shiftCurrentCostume (index, isLastCostume) {
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if (index === this.currentCostume && isLastCostume) {
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this.setCostume(index - 1);
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} else if (index < this.currentCostume) {
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this.setCostume(this.currentCostume - 1);
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} else {
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// Index is still the same; however, the costume itself may have changed.
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// This causes the renderer to re-render.
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this.setCostume(this.currentCostume);
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}
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this.runtime.requestTargetsUpdate(this);
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return deletedCostume;
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}
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/**
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@ -630,14 +640,15 @@ class RenderedTarget extends Target {
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if (newIndex === costumeIndex) return false;
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const currentCostume = this.getCurrentCostume();
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this.sprite.saveCurrentCostumeName();
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const costume = this.sprite.costumes[costumeIndex];
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// Use the sprite method for deleting costumes because setCostume is handled manually
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this.sprite.deleteCostumeAt(costumeIndex);
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this.addCostume(costume, newIndex);
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this.currentCostume = this.getCostumeIndexByName(currentCostume.name);
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// This sets currentCostume
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this.sprite.restoreCurrentCostume();
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return true;
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}
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@ -92,12 +92,43 @@ class Sprite {
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}
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/**
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* Delete a costume by index.
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* Delete a costume by index, and optionally update current costume for all clones.
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* @param {number} index Costume index to be deleted
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* @param {boolean} [optUpdateCurrentCostume] Whether or not to update current costume for all clones
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* @return {?object} The deleted costume
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*/
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deleteCostumeAt (index) {
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return this.costumes.splice(index, 1)[0];
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deleteCostumeAt (index, optUpdateCurrentCostume) {
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const isLastCostume = index === this.costumes.length - 1;
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const deletedCostume = this.costumes.splice(index, 1)[0];
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if (optUpdateCurrentCostume) {
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for (const target of this.clones) {
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target.shiftCurrentCostume(index, isLastCostume);
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}
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}
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return deletedCostume;
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}
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/**
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* Save current costume temporarliy during reordering, for all clones.
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*/
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saveCurrentCostumeName () {
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for (const target of this.clones) {
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target._currentCostumeName = target.getCurrentCostume().name;
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}
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}
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/**
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* Restore current costume from saved name.
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*/
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restoreCurrentCostume () {
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for (const target of this.clones) {
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if (typeof target._currentCostumeName === 'undefined') continue;
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const costumeIndex = this.costumes.findIndex(c => c.name === target._currentCostumeName);
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delete target._currentCostumeName;
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if (costumeIndex !== target.currentCostume) {
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target.setCostume(costumeIndex);
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}
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}
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}
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/**
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@ -119,6 +119,7 @@ test('deleteCostume', t => {
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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s.clones = [a];
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// x* Costume 1 * Costume 2
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// Costume 2 => Costume 3
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@ -211,6 +212,70 @@ test('deleteCostume', t => {
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t.end();
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});
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test('deleteCostume shifts current costume (1/2)', t => {
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const o1 = {id: 1};
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const o2 = {id: 2};
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const o3 = {id: 3};
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const r = new Runtime();
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const s = new Sprite(null, r);
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s.costumes = [o1, o2, o3];
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const renderer = new FakeRenderer();
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const c1 = new RenderedTarget(s, r);
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c1.renderer = renderer;
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c1.currentCostume = 0;
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const c2 = new RenderedTarget(s, r);
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c2.renderer = renderer;
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c2.currentCostume = 1;
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const c3 = new RenderedTarget(s, r);
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c3.renderer = renderer;
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c3.currentCostume = 2;
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s.clones = [c1, c2, c3];
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c1.deleteCostume(0);
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t.equals(c1.currentCostume, 0);
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t.equals(c2.currentCostume, 0);
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t.equals(c3.currentCostume, 1);
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t.end();
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});
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test('deleteCostume shifts current costume (2/2)', t => {
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const o1 = {id: 1};
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const o2 = {id: 2};
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const o3 = {id: 3};
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const r = new Runtime();
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const s = new Sprite(null, r);
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s.costumes = [o1, o2, o3];
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const renderer = new FakeRenderer();
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const c1 = new RenderedTarget(s, r);
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c1.renderer = renderer;
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c1.currentCostume = 0;
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const c2 = new RenderedTarget(s, r);
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c2.renderer = renderer;
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c2.currentCostume = 1;
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const c3 = new RenderedTarget(s, r);
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c3.renderer = renderer;
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c3.currentCostume = 2;
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s.clones = [c1, c2, c3];
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c1.deleteCostume(2);
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t.equals(c1.currentCostume, 0);
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t.equals(c2.currentCostume, 1);
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t.equals(c3.currentCostume, 1);
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t.end();
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});
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test('deleteSound', t => {
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const o1 = {id: 1};
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const o2 = {id: 2};
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@ -474,12 +539,16 @@ test('#reorderCostume', t => {
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const r = new Runtime();
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const s = new Sprite(null, r);
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s.costumes = [o1, o2, o3, o4, o5];
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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const a = new RenderedTarget(s, r);
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a.renderer = renderer;
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const b = new RenderedTarget(s, r);
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b.renderer = renderer;
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s.clones = [a, b];
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const resetCostumes = () => {
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a.setCostume(0);
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b.setCostume(0);
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s.costumes = [o1, o2, o3, o4, o5];
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};
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const costumeIds = () => a.sprite.costumes.map(c => c.id);
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@ -487,6 +556,7 @@ test('#reorderCostume', t => {
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resetCostumes();
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t.deepEquals(costumeIds(), [0, 1, 2, 3, 4]);
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t.equals(a.currentCostume, 0);
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t.equals(b.currentCostume, 0);
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// Returns false if the costumes are the same and no change occurred
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t.equal(a.reorderCostume(3, 3), false);
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@ -495,15 +565,19 @@ test('#reorderCostume', t => {
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// Make sure reordering up and down works and current costume follows
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resetCostumes();
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b.setCostume(4);
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t.equal(a.reorderCostume(0, 3), true);
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t.deepEquals(costumeIds(), [1, 2, 3, 0, 4]);
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t.equals(a.currentCostume, 3); // Index of id=0
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t.equals(b.currentCostume, 4); // Index of id=4
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resetCostumes();
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a.setCostume(1);
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b.setCostume(3);
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t.equal(a.reorderCostume(3, 1), true);
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t.deepEquals(costumeIds(), [0, 3, 1, 2, 4]);
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t.equals(a.currentCostume, 2); // Index of id=1
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t.equals(b.currentCostume, 1); // Index of id=3
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// Out of bounds indices get clamped
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resetCostumes();
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