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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections.Generic;
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#if UNITY_2019_1_OR_NEWER
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using UnityEngine.Rendering;
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#elif UNITY_2018_1_OR_NEWER
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using UnityEngine.Experimental.Rendering;
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#endif
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namespace TMPro
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{
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public class TMP_UpdateManager
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{
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private static TMP_UpdateManager s_Instance;
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private readonly List<TMP_Text> m_LayoutRebuildQueue = new List<TMP_Text>();
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private Dictionary<int, int> m_LayoutQueueLookup = new Dictionary<int, int>();
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private readonly List<TMP_Text> m_GraphicRebuildQueue = new List<TMP_Text>();
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private Dictionary<int, int> m_GraphicQueueLookup = new Dictionary<int, int>();
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private readonly List<TMP_Text> m_InternalUpdateQueue = new List<TMP_Text>();
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private Dictionary<int, int> m_InternalUpdateLookup = new Dictionary<int, int>();
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//private bool m_PerformingGraphicRebuild;
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//private bool m_PerformingLayoutRebuild;
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/// <summary>
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/// Get a singleton instance of the registry
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/// </summary>
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public static TMP_UpdateManager instance
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{
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get
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{
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if (TMP_UpdateManager.s_Instance == null)
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TMP_UpdateManager.s_Instance = new TMP_UpdateManager();
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return TMP_UpdateManager.s_Instance;
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}
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}
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/// <summary>
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/// Register to receive rendering callbacks.
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/// </summary>
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protected TMP_UpdateManager()
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{
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Camera.onPreCull += OnCameraPreCull;
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#if UNITY_2019_1_OR_NEWER
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RenderPipelineManager.beginFrameRendering += OnBeginFrameRendering;
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#elif UNITY_2018_1_OR_NEWER
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RenderPipeline.beginFrameRendering += OnBeginFrameRendering;
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#endif
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}
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/// <summary>
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/// Function used as a replacement for LateUpdate() to handle SDF Scale updates and Legacy Animation updates.
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/// </summary>
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/// <param name="textObject"></param>
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internal static void RegisterTextObjectForUpdate(TMP_Text textObject)
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{
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TMP_UpdateManager.instance.InternalRegisterTextObjectForUpdate(textObject);
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}
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private void InternalRegisterTextObjectForUpdate(TMP_Text textObject)
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{
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int id = textObject.GetInstanceID();
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if (this.m_InternalUpdateLookup.ContainsKey(id))
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return;
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m_InternalUpdateLookup[id] = id;
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this.m_InternalUpdateQueue.Add(textObject);
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return;
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}
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/// <summary>
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/// Function to register elements which require a layout rebuild.
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/// </summary>
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/// <param name="element"></param>
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public static void RegisterTextElementForLayoutRebuild(TMP_Text element)
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{
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TMP_UpdateManager.instance.InternalRegisterTextElementForLayoutRebuild(element);
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}
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private bool InternalRegisterTextElementForLayoutRebuild(TMP_Text element)
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{
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int id = element.GetInstanceID();
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if (this.m_LayoutQueueLookup.ContainsKey(id))
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return false;
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m_LayoutQueueLookup[id] = id;
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this.m_LayoutRebuildQueue.Add(element);
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return true;
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}
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/// <summary>
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/// Function to register elements which require a layout rebuild.
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/// </summary>
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/// <param name="element"></param>
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public static void RegisterTextElementForGraphicRebuild(TMP_Text element)
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{
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TMP_UpdateManager.instance.InternalRegisterTextElementForGraphicRebuild(element);
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}
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private bool InternalRegisterTextElementForGraphicRebuild(TMP_Text element)
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{
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int id = element.GetInstanceID();
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if (this.m_GraphicQueueLookup.ContainsKey(id))
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return false;
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m_GraphicQueueLookup[id] = id;
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this.m_GraphicRebuildQueue.Add(element);
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return true;
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}
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/// <summary>
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/// Callback which occurs just before the Scriptable Render Pipeline (SRP) begins rendering.
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/// </summary>
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/// <param name="cameras"></param>
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#if UNITY_2019_1_OR_NEWER
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void OnBeginFrameRendering(ScriptableRenderContext renderContext, Camera[] cameras)
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#elif UNITY_2018_1_OR_NEWER
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void OnBeginFrameRendering(Camera[] cameras)
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#endif
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{
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// Exclude the PreRenderCamera
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#if UNITY_EDITOR
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if (cameras.Length == 1 && cameras[0].cameraType == CameraType.Preview)
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return;
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#endif
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DoRebuilds();
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}
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/// <summary>
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/// Callback which occurs just before the cam is rendered.
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/// </summary>
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/// <param name="cam"></param>
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void OnCameraPreCull(Camera cam)
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{
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// Exclude the PreRenderCamera
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#if UNITY_EDITOR
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if (cam.cameraType == CameraType.Preview)
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return;
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#endif
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DoRebuilds();
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}
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/// <summary>
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/// Process the rebuild requests in the rebuild queues.
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/// </summary>
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void DoRebuilds()
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{
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// Handle text objects the require an update either as a result of scale changes or legacy animation.
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for (int i = 0; i < m_InternalUpdateQueue.Count; i++)
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{
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m_InternalUpdateQueue[i].InternalUpdate();
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}
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// Handle Layout Rebuild Phase
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for (int i = 0; i < m_LayoutRebuildQueue.Count; i++)
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{
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m_LayoutRebuildQueue[i].Rebuild(CanvasUpdate.Prelayout);
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}
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if (m_LayoutRebuildQueue.Count > 0)
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{
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m_LayoutRebuildQueue.Clear();
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m_LayoutQueueLookup.Clear();
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}
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// Handle Graphic Rebuild Phase
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for (int i = 0; i < m_GraphicRebuildQueue.Count; i++)
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{
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m_GraphicRebuildQueue[i].Rebuild(CanvasUpdate.PreRender);
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}
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// If there are no objects in the queue, we don't need to clear the lists again.
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if (m_GraphicRebuildQueue.Count > 0)
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{
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m_GraphicRebuildQueue.Clear();
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m_GraphicQueueLookup.Clear();
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}
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}
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internal static void UnRegisterTextObjectForUpdate(TMP_Text textObject)
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{
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TMP_UpdateManager.instance.InternalUnRegisterTextObjectForUpdate(textObject);
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}
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/// <summary>
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/// Function to unregister elements which no longer require a rebuild.
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/// </summary>
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/// <param name="element"></param>
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public static void UnRegisterTextElementForRebuild(TMP_Text element)
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{
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TMP_UpdateManager.instance.InternalUnRegisterTextElementForGraphicRebuild(element);
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TMP_UpdateManager.instance.InternalUnRegisterTextElementForLayoutRebuild(element);
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TMP_UpdateManager.instance.InternalUnRegisterTextObjectForUpdate(element);
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}
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private void InternalUnRegisterTextElementForGraphicRebuild(TMP_Text element)
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{
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int id = element.GetInstanceID();
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TMP_UpdateManager.instance.m_GraphicRebuildQueue.Remove(element);
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m_GraphicQueueLookup.Remove(id);
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}
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private void InternalUnRegisterTextElementForLayoutRebuild(TMP_Text element)
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{
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int id = element.GetInstanceID();
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TMP_UpdateManager.instance.m_LayoutRebuildQueue.Remove(element);
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m_LayoutQueueLookup.Remove(id);
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}
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private void InternalUnRegisterTextObjectForUpdate(TMP_Text textObject)
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{
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int id = textObject.GetInstanceID();
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TMP_UpdateManager.instance.m_InternalUpdateQueue.Remove(textObject);
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m_InternalUpdateLookup.Remove(id);
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}
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}
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}
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