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[unity] Formatting (#889)
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@ -132,10 +132,10 @@ namespace Spine.Unity {
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bool hasNext = nextStateInfo.fullPathHash != 0;
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bool hasNext = nextStateInfo.fullPathHash != 0;
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AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
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AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
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AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
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AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
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// UNITY 4
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//UNITY 4
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// bool hasNext = nextStateInfo.nameHash != 0;
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//bool hasNext = nextStateInfo.nameHash != 0;
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// var clipInfo = animator.GetCurrentAnimationClipState(i);
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//var clipInfo = animator.GetCurrentAnimationClipState(i);
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// var nextClipInfo = animator.GetNextAnimationClipState(i);
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//var nextClipInfo = animator.GetNextAnimationClipState(i);
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MixMode mode = layerMixModes[layer];
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MixMode mode = layerMixModes[layer];
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if (mode == MixMode.AlwaysMix) {
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if (mode == MixMode.AlwaysMix) {
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@ -201,19 +201,17 @@ namespace Spine.Unity {
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}
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}
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static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
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static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
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if(reversed){
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if (reversed)
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normalizedTime = (1-normalizedTime+(int)normalizedTime) + (int)normalizedTime;
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normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
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}
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float time = normalizedTime * clipLength;
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float time = normalizedTime * clipLength;
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if (loop) return time;
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if (loop) return time;
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const float EndSnapEpsilon = 1f/30f; // Workaround for end-duration keys not being applied.
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const float EndSnapEpsilon = 1f/30f; // Workaround for end-duration keys not being applied.
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return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength;
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return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength;
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}
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}
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static float AnimationTime(float normalizedTime, float clipLength, bool reversed) {
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static float AnimationTime (float normalizedTime, float clipLength, bool reversed) {
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if(reversed){
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if (reversed)
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normalizedTime = (1-normalizedTime+(int)normalizedTime) + (int)normalizedTime;
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normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
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}
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return normalizedTime * clipLength;
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return normalizedTime * clipLength;
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}
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}
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