[unity] Formatting (#889)

This commit is contained in:
John 2017-05-20 10:24:00 +08:00 committed by GitHub
parent 5b54167005
commit 06c2482dcd

View File

@ -88,7 +88,7 @@ namespace Spine.Unity {
if (layerMixModes.Length < animator.layerCount) if (layerMixModes.Length < animator.layerCount)
System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount); System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
//skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.5). //skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.5).
// Clear Previous // Clear Previous
@ -132,10 +132,10 @@ namespace Spine.Unity {
bool hasNext = nextStateInfo.fullPathHash != 0; bool hasNext = nextStateInfo.fullPathHash != 0;
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer); AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer); AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
// UNITY 4 //UNITY 4
// bool hasNext = nextStateInfo.nameHash != 0; //bool hasNext = nextStateInfo.nameHash != 0;
// var clipInfo = animator.GetCurrentAnimationClipState(i); //var clipInfo = animator.GetCurrentAnimationClipState(i);
// var nextClipInfo = animator.GetNextAnimationClipState(i); //var nextClipInfo = animator.GetNextAnimationClipState(i);
MixMode mode = layerMixModes[layer]; MixMode mode = layerMixModes[layer];
if (mode == MixMode.AlwaysMix) { if (mode == MixMode.AlwaysMix) {
@ -201,19 +201,17 @@ namespace Spine.Unity {
} }
static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) { static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
if(reversed){ if (reversed)
normalizedTime = (1-normalizedTime+(int)normalizedTime) + (int)normalizedTime; normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
}
float time = normalizedTime * clipLength; float time = normalizedTime * clipLength;
if (loop) return time; if (loop) return time;
const float EndSnapEpsilon = 1f/30f; // Workaround for end-duration keys not being applied. const float EndSnapEpsilon = 1f/30f; // Workaround for end-duration keys not being applied.
return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength; return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength;
} }
static float AnimationTime(float normalizedTime, float clipLength, bool reversed) { static float AnimationTime (float normalizedTime, float clipLength, bool reversed) {
if(reversed){ if (reversed)
normalizedTime = (1-normalizedTime+(int)normalizedTime) + (int)normalizedTime; normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
}
return normalizedTime * clipLength; return normalizedTime * clipLength;
} }