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namespace UnityEngine.Timeline{ static class HashUtility { // Note. We could have used "params int[] hashes" but we want to avoid allocating.
public static int CombineHash(this int h1, int h2) { return h1 ^ (int)(h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2)); // Similar to c++ boost::hash_combine
}
public static int CombineHash(int h1, int h2, int h3) { return CombineHash(h1, h2).CombineHash(h3); }
public static int CombineHash(int h1, int h2, int h3, int h4) { return CombineHash(h1, h2, h3).CombineHash(h4); }
public static int CombineHash(int h1, int h2, int h3, int h4, int h5) { return CombineHash(h1, h2, h3, h4).CombineHash(h5); }
public static int CombineHash(int h1, int h2, int h3, int h4, int h5, int h6) { return CombineHash(h1, h2, h3, h4, h5).CombineHash(h6); }
public static int CombineHash(int h1, int h2, int h3, int h4, int h5, int h6, int h7) { return CombineHash(h1, h2, h3, h4, h5, h6).CombineHash(h7); }
public static int CombineHash(int[] hashes) { if (hashes == null || hashes.Length == 0) return 0;
var h = hashes[0]; for (int i = 1; i < hashes.Length; ++i) { h = CombineHash(h, hashes[i]); }
return h; } }}
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