1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 |
return object
end
end
local SKIP_ANIMATIONS = true
end
end
if not isSelected and useFirstVisibleAsFallback then
local SKIP_ANIMATIONS = true
end
end
end
if keybindButton then
else
end
end
end
else
end
end
end
end
--Removing the fragment bar fragments from the scene makes it so the scene does not care about when those fragments finish hiding for computing its own hidden state. Since this function is only called when the scene
--that owns this bar is hiding we can rely on the behavior where a hidden scene dumps all of its temporary fragments to handle this. If you call Clear at any other time it will not remove the temporary fragments
--added by the fragment bar.
end
end
end
end
if keybindButton then
else
end
end
end
end
end
end
end |