let log$A = new Logger$1("subSequence") , DEFAULT_FRAME_RATE = 30 , ROOT_MESH_ANIM_PROPERTY = ["scaling", "position", "rotation"] , MESH_TAG = "XSubSequence"; class XSpriteManager extends SpriteManager { constructor(e, t, r, n, o) { super(e, t, r, n, o); E(this, "originalPositions"); this.originalPositions = new Array, this.sprites.forEach(a=>{ this.originalPositions.push(a.position) } ) } static Parse(e, t, r) { const n = new XSpriteManager(e.name,"",e.capacity,{ width: e.cellWidth, height: e.cellHeight },t); e.texture ? n.texture = Texture.Parse(e.texture, t, r) : e.textureName && (n.texture = new Texture(r + e.textureUrl,t,!0,e.invertY !== void 0 ? e.invertY : !0)); for (const o of e.sprites) { const a = Sprite.Parse(o, n); n.originalPositions.push(a.position) } return n } }