Refactored AnimationState to better support setting a to/from time.

#113
This commit is contained in:
NathanSweet 2013-09-25 12:13:57 +02:00
parent ac302b31ee
commit 0049b4f7b4
5 changed files with 272 additions and 184 deletions

View File

@ -37,24 +37,24 @@ using System.Collections.Generic;
namespace Spine { namespace Spine {
public class AnimationState { public class AnimationState {
private AnimationStateData data; private AnimationStateData data;
private Animation current, previous; private QueuedAnimation current, previous;
private float currentTime, currentLastTime, previousTime;
private bool currentLoop, previousLoop;
private QueueEntry currentQueueEntry;
private float mixTime, mixDuration; private float mixTime, mixDuration;
private List<QueuedAnimation> queue = new List<QueuedAnimation>();
private List<Event> events = new List<Event>(); private List<Event> events = new List<Event>();
private List<QueueEntry> queue = new List<QueueEntry>();
public AnimationStateData Data { get { return data; } } public AnimationStateData Data { get { return data; } }
public Animation Animation { get { return current; } } public List<QueuedAnimation> Queue { get { return queue; } }
public bool Loop { get { return currentLoop; } set { currentLoop = value; } } public QueuedAnimation Current { get { return current; } }
public Animation Animation {
get { return current != null ? current.animation : null; }
}
public float Time { public float Time {
get { return currentTime; } get { return current != null ? current.time : 0; }
set { set { if (current != null) current.Time = value; }
currentTime = value; }
currentLastTime = value - 0.00001f; public bool Loop {
} get { return current != null ? current.loop : false; }
set { if (current != null) current.Loop = value; }
} }
public event EventHandler Start; public event EventHandler Start;
@ -68,54 +68,63 @@ namespace Spine {
} }
public void Update (float delta) { public void Update (float delta) {
currentTime += delta; QueuedAnimation current = this.current;
previousTime += delta; if (current == null) return;
mixTime += delta;
if (current != null) { float time = current.time;
float duration = current.duration; float duration = current.endTime;
if (currentLoop ? (currentLastTime % duration > currentTime % duration)
: (currentLastTime < duration && currentTime >= duration)) { current.time = time + delta;
int count = (int)(currentTime / duration); if (previous != null) {
if (currentQueueEntry != null) currentQueueEntry.OnComplete(this, count); previous.time += delta;
if (Complete != null) Complete(this, new CompleteArgs(count)); mixTime += delta;
} }
// Check if completed the animation or a loop iteration.
if (current.loop ? (current.lastTime % duration > time % duration) : (current.lastTime < duration && time >= duration)) {
int count = (int)(time / duration);
current.OnComplete(this, count);
if (Complete != null) Complete(this, new CompleteArgs(count));
} }
if (queue.Count > 0) { if (queue.Count > 0) {
QueueEntry entry = queue[0]; QueuedAnimation entry = queue[0];
if (currentTime >= entry.delay) { if (time >= entry.delay) {
SetAnimationInternal(entry.animation, entry.loop, entry); if (entry.animation == null)
queue.RemoveAt(0); ClearAnimation();
else {
SetAnimationEntry(entry);
queue.RemoveAt(0);
}
} }
} }
} }
public void Apply (Skeleton skeleton) { public void Apply (Skeleton skeleton) {
QueuedAnimation current = this.current;
if (current == null) return; if (current == null) return;
List<Event> events = this.events; List<Event> events = this.events;
events.Clear(); events.Clear();
QueuedAnimation previous = this.previous;
if (previous != null) { if (previous != null) {
previous.Apply(skeleton, int.MaxValue, previousTime, previousLoop, null); previous.animation.Apply(skeleton, int.MaxValue, previous.time, previous.loop, null);
float alpha = mixTime / mixDuration; float alpha = mixTime / mixDuration;
if (alpha >= 1) { if (alpha >= 1) {
alpha = 1; alpha = 1;
previous = null; this.previous = null;
} }
current.Mix(skeleton, currentLastTime, currentTime, currentLoop, events, alpha); current.animation.Mix(skeleton, current.lastTime, current.time, current.loop, events, alpha);
} else } else
current.Apply(skeleton, currentLastTime, currentTime, currentLoop, events); current.animation.Apply(skeleton, current.lastTime, current.time, current.loop, events);
if (Event != null || currentQueueEntry != null) { foreach (Event e in events) {
foreach (Event e in events) { current.OnEvent(this, e);
if (currentQueueEntry != null) currentQueueEntry.OnEvent(this, e); if (Event != null) Event(this, new EventTriggeredArgs(e));
if (Event != null) Event(this, new EventTriggeredArgs(e));
}
} }
currentLastTime = currentTime; current.lastTime = current.time;
} }
public void ClearAnimation () { public void ClearAnimation () {
@ -124,72 +133,73 @@ namespace Spine {
queue.Clear(); queue.Clear();
} }
private void SetAnimationInternal (Animation animation, bool loop, QueueEntry entry) { private void SetAnimationEntry (QueuedAnimation entry) {
previous = null; previous = null;
QueuedAnimation current = this.current;
if (current != null) { if (current != null) {
if (currentQueueEntry != null) currentQueueEntry.OnEnd(this); current.OnEnd(this);
if (End != null) End(this, EventArgs.Empty); if (End != null) End(this, EventArgs.Empty);
if (animation != null) { mixDuration = data.GetMix(current.animation, entry.animation);
mixDuration = data.GetMix(current, animation); if (mixDuration > 0) {
if (mixDuration > 0) { mixTime = 0;
mixTime = 0; previous = current;
previous = current;
previousTime = currentTime;
previousLoop = currentLoop;
}
} }
} }
current = animation; this.current = entry;
currentLoop = loop;
currentTime = 0;
currentLastTime = 0;
currentQueueEntry = entry;
if (currentQueueEntry != null) currentQueueEntry.OnStart(this); entry.OnStart(this);
if (Start != null) Start(this, EventArgs.Empty); if (Start != null) Start(this, EventArgs.Empty);
} }
public void SetAnimation (String animationName, bool loop) { public QueuedAnimation SetAnimation (String animationName, bool loop) {
Animation animation = data.skeletonData.FindAnimation(animationName); Animation animation = data.skeletonData.FindAnimation(animationName);
if (animation == null) throw new ArgumentException("Animation not found: " + animationName); if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
SetAnimation(animation, loop); return SetAnimation(animation, loop);
} }
/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0. /** Set the current animation. Any queued animations are cleared. */
* @param animation May be null. public QueuedAnimation SetAnimation (Animation animation, bool loop) {
* @param listener May be null. */
public void SetAnimation (Animation animation, bool loop) {
queue.Clear(); queue.Clear();
SetAnimationInternal(animation, loop, null); QueuedAnimation entry = new QueuedAnimation();
entry.animation = animation;
entry.loop = loop;
entry.time = 0;
entry.endTime = animation.Duration;
SetAnimationEntry(entry);
return entry;
} }
public QueueEntry AddAnimation (String animationName, bool loop) { public QueuedAnimation AddAnimation (String animationName, bool loop) {
return AddAnimation(animationName, loop, 0); return AddAnimation(animationName, loop, 0);
} }
public QueueEntry AddAnimation (String animationName, bool loop, float delay) { public QueuedAnimation AddAnimation (String animationName, bool loop, float delay) {
Animation animation = data.skeletonData.FindAnimation(animationName); Animation animation = data.skeletonData.FindAnimation(animationName);
if (animation == null) throw new ArgumentException("Animation not found: " + animationName); if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
return AddAnimation(animation, loop, delay); return AddAnimation(animation, loop, delay);
} }
public QueueEntry AddAnimation (Animation animation, bool loop) { public QueuedAnimation AddAnimation (Animation animation, bool loop) {
return AddAnimation(animation, loop, 0); return AddAnimation(animation, loop, 0);
} }
/** Adds an animation to be played delay seconds after the current or last queued animation. /** Adds an animation to be played delay seconds after the current or last queued animation.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */ * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
public QueueEntry AddAnimation (Animation animation, bool loop, float delay) { public QueuedAnimation AddAnimation (Animation animation, bool loop, float delay) {
QueueEntry entry = new QueueEntry(); QueuedAnimation entry = new QueuedAnimation();
entry.animation = animation; entry.animation = animation;
entry.loop = loop; entry.loop = loop;
entry.time = 0;
entry.endTime = animation != null ? animation.Duration : 0;
if (delay <= 0) { if (delay <= 0) {
Animation previousAnimation = queue.Count == 0 ? current : queue[queue.Count - 1].animation; QueuedAnimation previousEntry = queue.Count > 0 ? queue[queue.Count - 1] : current;
if (previousAnimation != null) if (previousEntry != null) {
delay = previousAnimation.duration - data.GetMix(previousAnimation, animation) + delay; delay += previousEntry.endTime;
else if (animation != null) delay += -data.GetMix(previousEntry.animation, animation);
} else
delay = 0; delay = 0;
} }
entry.delay = delay; entry.delay = delay;
@ -200,11 +210,12 @@ namespace Spine {
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */ /** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
public bool IsComplete () { public bool IsComplete () {
return current == null || currentTime >= current.duration; return current == null || current.time >= current.endTime;
} }
override public String ToString () { override public String ToString () {
return (current != null && current.name != null) ? current.name : base.ToString(); if (current == null || current.animation == null) return "<none>";
return current.animation.Name;
} }
} }
@ -224,10 +235,23 @@ namespace Spine {
} }
} }
public class QueueEntry { public class QueuedAnimation {
internal Spine.Animation animation; internal Animation animation;
internal bool loop; internal bool loop;
internal float delay; internal float delay, time, lastTime, endTime;
public Animation Animation { get { return animation; } }
public bool Loop { get { return loop; } set { loop = value; } }
public float Delay { get { return delay; } set { delay = value; } }
public float EndTime { get { return EndTime; } set { EndTime = value; } }
public float Time {
get { return time; }
set {
time = value;
if (lastTime < value) lastTime = value;
}
}
public event EventHandler Start; public event EventHandler Start;
public event EventHandler End; public event EventHandler End;

View File

@ -34,19 +34,17 @@
package com.esotericsoftware.spine; package com.esotericsoftware.spine;
import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Pool.Poolable;
import com.badlogic.gdx.utils.Pools; import com.badlogic.gdx.utils.Pools;
/** Stores state for an animation and automatically mixes between animations. */ /** Stores state for an animation and automatically mixes between animations. */
public class AnimationState { public class AnimationState {
private final AnimationStateData data; private final AnimationStateData data;
private Animation current, previous; private QueuedAnimation current, previous;
private float currentTime, currentLastTime, previousTime;
private boolean currentLoop, previousLoop;
private AnimationStateListener currentListener;
private float mixTime, mixDuration; private float mixTime, mixDuration;
private final Array<QueueEntry> queue = new Array(); private final Array<QueuedAnimation> queue = new Array();
private final Array<Event> events = new Array();
private final Array<AnimationStateListener> listeners = new Array(); private final Array<AnimationStateListener> listeners = new Array();
private final Array<Event> events = new Array();
public AnimationState (AnimationStateData data) { public AnimationState (AnimationStateData data) {
if (data == null) throw new IllegalArgumentException("data cannot be null."); if (data == null) throw new IllegalArgumentException("data cannot be null.");
@ -54,62 +52,79 @@ public class AnimationState {
} }
public void update (float delta) { public void update (float delta) {
currentTime += delta; QueuedAnimation current = this.current;
previousTime += delta; if (current == null) return;
mixTime += delta;
if (current != null) { float time = current.time;
float duration = current.getDuration(); float duration = current.endTime;
if (currentLoop ? (currentLastTime % duration > currentTime % duration)
: (currentLastTime < duration && currentTime >= duration)) { current.time = time + delta;
int count = (int)(currentTime / duration); if (previous != null) {
if (currentListener != null) currentListener.complete(count); previous.time += delta;
for (int i = 0, n = listeners.size; i < n; i++) mixTime += delta;
listeners.get(i).complete(count); }
}
// Check if completed the animation or a loop iteration.
if (current.loop ? (current.lastTime % duration > time % duration) : (current.lastTime < duration && time >= duration)) {
int count = (int)(time / duration);
if (current.listener != null) current.listener.complete(count);
for (int i = 0, n = listeners.size; i < n; i++)
listeners.get(i).complete(count);
} }
if (queue.size > 0) { if (queue.size > 0) {
QueueEntry entry = queue.first(); QueuedAnimation entry = queue.first();
if (currentTime >= entry.delay) { if (time >= entry.delay) {
setAnimationInternal(entry.animation, entry.loop, entry.listener); if (entry.animation == null)
Pools.free(entry); clearAnimation();
queue.removeIndex(0); else {
setAnimationEntry(entry);
queue.removeIndex(0);
}
} }
} }
} }
public void apply (Skeleton skeleton) { public void apply (Skeleton skeleton) {
QueuedAnimation current = this.current;
if (current == null) return; if (current == null) return;
Array<Event> events = this.events; Array<Event> events = this.events;
events.clear(); events.size = 0;
QueuedAnimation previous = this.previous;
if (previous != null) { if (previous != null) {
previous.apply(skeleton, Integer.MAX_VALUE, previousTime, previousLoop, null); previous.animation.apply(skeleton, Integer.MAX_VALUE, previous.time, previous.loop, null);
float alpha = mixTime / mixDuration; float alpha = mixTime / mixDuration;
if (alpha >= 1) { if (alpha >= 1) {
alpha = 1; alpha = 1;
previous = null; Pools.free(previous);
this.previous = null;
} }
current.mix(skeleton, currentLastTime, currentTime, currentLoop, events, alpha); current.animation.mix(skeleton, current.lastTime, current.time, current.loop, events, alpha);
} else } else
current.apply(skeleton, currentLastTime, currentTime, currentLoop, events); current.animation.apply(skeleton, current.lastTime, current.time, current.loop, events);
int listenerCount = listeners.size; int listenerCount = listeners.size;
for (int i = 0, n = events.size; i < n; i++) { for (int i = 0, n = events.size; i < n; i++) {
Event event = events.get(i); Event event = events.get(i);
if (currentListener != null) currentListener.event(event); if (current.listener != null) current.listener.event(event);
for (int ii = 0; ii < listenerCount; ii++) for (int ii = 0; ii < listenerCount; ii++)
listeners.get(ii).event(event); listeners.get(ii).event(event);
} }
currentLastTime = currentTime; current.lastTime = current.time;
} }
public void clearAnimation () { public void clearAnimation () {
previous = null; if (previous != null) {
current = null; Pools.free(previous);
previous = null;
}
if (current != null) {
Pools.free(current);
current = null;
}
clearQueue(); clearQueue();
} }
@ -118,117 +133,121 @@ public class AnimationState {
queue.clear(); queue.clear();
} }
private void setAnimationInternal (Animation animation, boolean loop, AnimationStateListener listener) { private void setAnimationEntry (QueuedAnimation entry) {
previous = null; if (previous != null) {
Pools.free(previous);
previous = null;
}
QueuedAnimation current = this.current;
if (current != null) { if (current != null) {
if (currentListener != null) currentListener.end(); if (current.listener != null) current.listener.end();
for (int i = 0, n = listeners.size; i < n; i++) for (int i = 0, n = listeners.size; i < n; i++)
listeners.get(i).end(); listeners.get(i).end();
if (animation != null) { mixDuration = data.getMix(current.animation, entry.animation);
mixDuration = data.getMix(current, animation); if (mixDuration > 0) {
if (mixDuration > 0) { mixTime = 0;
mixTime = 0; previous = current;
previous = current; } else
previousTime = currentTime; Pools.free(current);
previousLoop = currentLoop;
}
}
} }
current = animation; this.current = entry;
currentLoop = loop;
currentTime = 0;
currentLastTime = 0;
currentListener = listener;
if (currentListener != null) currentListener.start(); if (entry != null && entry.listener != null) entry.listener.start();
for (int i = 0, n = listeners.size; i < n; i++) for (int i = 0, n = listeners.size; i < n; i++)
listeners.get(i).start(); listeners.get(i).start();
} }
/** @see #setAnimation(Animation, boolean, AnimationStateListener) */ /** @see #setAnimation(Animation, boolean) */
public void setAnimation (String animationName, boolean loop) { public QueuedAnimation setAnimation (String animationName, boolean loop) {
setAnimation(animationName, loop, null);
}
/** @see #setAnimation(Animation, boolean, AnimationStateListener) */
public void setAnimation (String animationName, boolean loop, AnimationStateListener listener) {
Animation animation = data.getSkeletonData().findAnimation(animationName); Animation animation = data.getSkeletonData().findAnimation(animationName);
if (animation == null) throw new IllegalArgumentException("Animation not found: " + animationName); if (animation == null) throw new IllegalArgumentException("Animation not found: " + animationName);
setAnimation(animation, loop, listener); return setAnimation(animation, loop);
} }
/** @see #setAnimation(Animation, boolean, AnimationStateListener) */ /** Set the current animation. Any queued animations are cleared. */
public void setAnimation (Animation animation, boolean loop) { public QueuedAnimation setAnimation (Animation animation, boolean loop) {
setAnimation(animation, loop, null);
}
/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0. The specified
* listener receives events only for this animation.
* @param animation May be null.
* @param listener May be null. */
public void setAnimation (Animation animation, boolean loop, AnimationStateListener listener) {
clearQueue(); clearQueue();
setAnimationInternal(animation, loop, listener);
QueuedAnimation entry = Pools.obtain(QueuedAnimation.class);
entry.animation = animation;
entry.loop = loop;
entry.time = 0;
entry.endTime = animation.getDuration();
setAnimationEntry(entry);
return entry;
} }
/** @see #addAnimation(Animation, boolean) */ /** @see #addAnimation(Animation, boolean) */
public void addAnimation (String animationName, boolean loop) { public QueuedAnimation addAnimation (String animationName, boolean loop) {
addAnimation(animationName, loop, 0, null); return addAnimation(animationName, loop, 0);
} }
/** @see #addAnimation(Animation, boolean, float, AnimationStateListener) */ /** @see #addAnimation(Animation, boolean, float) */
public void addAnimation (String animationName, boolean loop, float delay, AnimationStateListener listener) { public QueuedAnimation addAnimation (String animationName, boolean loop, float delay) {
Animation animation = data.getSkeletonData().findAnimation(animationName); Animation animation = data.getSkeletonData().findAnimation(animationName);
if (animation == null) throw new IllegalArgumentException("Animation not found: " + animationName); if (animation == null) throw new IllegalArgumentException("Animation not found: " + animationName);
addAnimation(animation, loop, delay, listener); return addAnimation(animation, loop, delay);
} }
/** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix /** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix
* duration. */ * duration.
public void addAnimation (Animation animation, boolean loop) { * @param animation May be null to queue clearing the AnimationState. */
addAnimation(animation, loop, 0, null); public QueuedAnimation addAnimation (Animation animation, boolean loop) {
return addAnimation(animation, loop, 0);
} }
/** Adds an animation to be played delay seconds after the current or last queued animation. /** Adds an animation to be played delay seconds after the current or last queued animation.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. * @param animation May be null to queue clearing the AnimationState.
* @param listener May be null. */ * @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
public void addAnimation (Animation animation, boolean loop, float delay, AnimationStateListener listener) { public QueuedAnimation addAnimation (Animation animation, boolean loop, float delay) {
QueueEntry entry = Pools.obtain(QueueEntry.class); QueuedAnimation entry = Pools.obtain(QueuedAnimation.class);
entry.animation = animation; entry.animation = animation;
entry.loop = loop; entry.loop = loop;
entry.listener = listener; entry.time = 0;
entry.endTime = animation != null ? animation.getDuration() : 0;
if (delay <= 0) { if (delay <= 0) {
Animation previousAnimation = queue.size == 0 ? current : queue.peek().animation; QueuedAnimation previousEntry = queue.size > 0 ? queue.peek() : current;
if (previousAnimation != null) if (previousEntry != null) {
delay = previousAnimation.getDuration() - data.getMix(previousAnimation, animation) + delay; delay += previousEntry.endTime;
else if (animation != null) delay += -data.getMix(previousEntry.animation, animation);
} else
delay = 0; delay = 0;
} }
entry.delay = delay; entry.delay = delay;
queue.add(entry); queue.add(entry);
return entry;
}
public Array<QueuedAnimation> getQueue () {
return queue;
}
/** @return May be null. */
public QueuedAnimation getCurrent () {
return current;
} }
/** @return May be null. */ /** @return May be null. */
public Animation getAnimation () { public Animation getAnimation () {
return current; return current != null ? current.animation : null;
} }
/** Returns the time within the current animation. */ /** Returns the time within the current animation. */
public float getTime () { public float getTime () {
return currentTime; return current != null ? current.time : 0;
} }
public void setTime (float time) { public void setTime (float time) {
currentTime = time; if (current != null) current.setTime(time);
currentLastTime = time - 0.00001f;
} }
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */ /** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
public boolean isComplete () { public boolean isComplete () {
return current == null || currentTime >= current.getDuration(); return current == null || current.time >= current.endTime;
} }
/** Adds a listener to receive events for all animations. */ /** Adds a listener to receive events for all animations. */
@ -237,15 +256,9 @@ public class AnimationState {
listeners.add(listener); listeners.add(listener);
} }
/** Removes the listener, which may be for all animations, the current animation, or a queued animation. */ /** Removes the listener added with {@link #addListener(AnimationStateListener)}. */
public void removeListener (AnimationStateListener listener) { public void removeListener (AnimationStateListener listener) {
listeners.removeValue(listener, true); listeners.removeValue(listener, true);
if (listener == currentListener) currentListener = null;
Array<QueueEntry> queue = this.queue;
for (int i = queue.size - 1; i >= 0; i--)
if (queue.get(i).listener == listener) queue.get(i).listener = null;
} }
public AnimationStateData getData () { public AnimationStateData getData () {
@ -253,14 +266,66 @@ public class AnimationState {
} }
public String toString () { public String toString () {
return (current != null && current.getName() != null) ? current.getName() : super.toString(); if (current == null || current.animation == null) return "<none>";
return current.animation.getName();
} }
static private class QueueEntry { /** A queued animation. */
static public class QueuedAnimation implements Poolable {
Animation animation; Animation animation;
boolean loop; boolean loop;
float delay; float delay, time, lastTime, endTime;
AnimationStateListener listener; AnimationStateListener listener;
public void reset () {
animation = null;
listener = null;
}
public Animation getAnimation () {
return animation;
}
public boolean getLoop () {
return loop;
}
public void setLoop (boolean loop) {
this.loop = loop;
}
public float getTime () {
return time;
}
public void setTime (float time) {
this.time = time;
if (lastTime < time) lastTime = time;
}
public float getEndTime () {
return endTime;
}
public void setEndTime (float endTime) {
this.endTime = endTime;
}
public AnimationStateListener getListener () {
return listener;
}
public void setListener (AnimationStateListener listener) {
this.listener = listener;
}
public float getDelay () {
return delay;
}
public void setDelay (float delay) {
this.delay = delay;
}
} }
static public interface AnimationStateListener { static public interface AnimationStateListener {

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@ -112,12 +112,6 @@ public class AnimationStateTest extends ApplicationAdapter {
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
state.apply(skeleton); state.apply(skeleton);
if (state.getAnimation().getName().equals("walk")) {
// After one second, change the current animation. Mixing is done by AnimationState for you.
// if (state.getTime() > 2) state.setAnimation("jump", false);
// } else {
// if (state.getTime() > 1) state.setAnimation("walk", true);
}
skeleton.updateWorldTransform(); skeleton.updateWorldTransform();
batch.begin(); batch.begin();

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@ -995,6 +995,11 @@
{ "time": 0.9333, "angle": 2.28 }, { "time": 0.9333, "angle": 2.28 },
{ "time": 1.0666, "angle": 3.6 } { "time": 1.0666, "angle": 3.6 }
] ]
},
"root": {
"rotate": [
{ "time": 0, "angle": 0 }
]
} }
} }
} }

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@ -88,7 +88,7 @@ namespace Spine {
state = new AnimationState(stateData); state = new AnimationState(stateData);
if (true) { if (false) {
// Event handling for all animations. // Event handling for all animations.
state.Start += new EventHandler(Start); state.Start += new EventHandler(Start);
state.End += new EventHandler(End); state.End += new EventHandler(End);
@ -98,7 +98,7 @@ namespace Spine {
state.SetAnimation("drawOrder", true); state.SetAnimation("drawOrder", true);
} else { } else {
state.SetAnimation("walk", false); state.SetAnimation("walk", false);
QueueEntry entry = state.AddAnimation("jump", false); QueuedAnimation entry = state.AddAnimation("jump", false);
entry.End += new EventHandler(End); // Event handling for queued animations. entry.End += new EventHandler(End); // Event handling for queued animations.
state.AddAnimation("walk", true); state.AddAnimation("walk", true);
} }