[unity] Formatting (#889)

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

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@ -132,10 +132,10 @@ namespace Spine.Unity {
bool hasNext = nextStateInfo.fullPathHash != 0;
AnimatorClipInfo[] clipInfo = animator.GetCurrentAnimatorClipInfo(layer);
AnimatorClipInfo[] nextClipInfo = animator.GetNextAnimatorClipInfo(layer);
// UNITY 4
// bool hasNext = nextStateInfo.nameHash != 0;
// var clipInfo = animator.GetCurrentAnimationClipState(i);
// var nextClipInfo = animator.GetNextAnimationClipState(i);
//UNITY 4
//bool hasNext = nextStateInfo.nameHash != 0;
//var clipInfo = animator.GetCurrentAnimationClipState(i);
//var nextClipInfo = animator.GetNextAnimationClipState(i);
MixMode mode = layerMixModes[layer];
if (mode == MixMode.AlwaysMix) {
@ -201,19 +201,17 @@ namespace Spine.Unity {
}
static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
if(reversed){
normalizedTime = (1-normalizedTime+(int)normalizedTime) + (int)normalizedTime;
}
if (reversed)
normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
float time = normalizedTime * clipLength;
if (loop) return time;
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;
}
static float AnimationTime(float normalizedTime, float clipLength, bool reversed) {
if(reversed){
normalizedTime = (1-normalizedTime+(int)normalizedTime) + (int)normalizedTime;
}
static float AnimationTime (float normalizedTime, float clipLength, bool reversed) {
if (reversed)
normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
return normalizedTime * clipLength;
}