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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Merge branch '3.7' into 3.8-beta
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commit
0908d552a1
@ -1232,7 +1232,8 @@ public class AnimationState {
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start, interrupt, end, dispose, complete, event
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start, interrupt, end, dispose, complete, event
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}
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}
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/** The interface to implement for receiving TrackEntry events.
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/** The interface to implement for receiving TrackEntry events. It is always safe to call AnimationState methods when receiving
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* events.
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* <p>
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* <p>
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* See TrackEntry {@link TrackEntry#setListener(AnimationStateListener)} and AnimationState
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* See TrackEntry {@link TrackEntry#setListener(AnimationStateListener)} and AnimationState
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* {@link AnimationState#addListener(AnimationStateListener)}. */
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* {@link AnimationState#addListener(AnimationStateListener)}. */
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@ -1251,10 +1252,14 @@ public class AnimationState {
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* References to the entry should not be kept after <code>dispose</code> is called, as it may be destroyed or reused. */
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* References to the entry should not be kept after <code>dispose</code> is called, as it may be destroyed or reused. */
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public void dispose (TrackEntry entry);
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public void dispose (TrackEntry entry);
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/** Invoked every time this entry's animation completes a loop. */
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/** Invoked every time this entry's animation completes a loop. Because this event is trigged in
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* {@link AnimationState#apply(Skeleton)}, any animations set in response to the event won't be applied until the next time
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* the AnimationState is applied. */
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public void complete (TrackEntry entry);
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public void complete (TrackEntry entry);
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/** Invoked when this entry's animation triggers an event. */
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/** Invoked when this entry's animation triggers an event. Because this event is trigged in
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* {@link AnimationState#apply(Skeleton)}, any animations set in response to the event won't be applied until the next time
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* the AnimationState is applied. */
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public void event (TrackEntry entry, Event event);
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public void event (TrackEntry entry, Event event);
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}
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}
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2
spine-ts/build/spine-all.d.ts
vendored
2
spine-ts/build/spine-all.d.ts
vendored
@ -1876,7 +1876,7 @@ declare module spine {
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setupInput(): void;
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setupInput(): void;
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private play();
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private play();
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private pause();
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private pause();
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private setAnimation(animation);
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setAnimation(animation: string): void;
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private percentageToWorldUnit(size, percentageOrAbsolute);
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private percentageToWorldUnit(size, percentageOrAbsolute);
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private calculateAnimationViewport(animationName);
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private calculateAnimationViewport(animationName);
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}
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}
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@ -10987,7 +10987,7 @@ var spine;
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this.viewportTransitionStart = performance.now();
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this.viewportTransitionStart = performance.now();
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this.animationState.clearTracks();
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this.animationState.clearTracks();
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this.skeleton.setToSetupPose();
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this.skeleton.setToSetupPose();
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this.animationState.setAnimation(0, this.config.animation, true);
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this.animationState.setAnimation(0, animation, true);
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};
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};
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SpinePlayer.prototype.percentageToWorldUnit = function (size, percentageOrAbsolute) {
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SpinePlayer.prototype.percentageToWorldUnit = function (size, percentageOrAbsolute) {
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if (typeof percentageOrAbsolute === "string") {
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if (typeof percentageOrAbsolute === "string") {
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File diff suppressed because one or more lines are too long
2
spine-ts/build/spine-player.d.ts
vendored
2
spine-ts/build/spine-player.d.ts
vendored
@ -1786,7 +1786,7 @@ declare module spine {
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setupInput(): void;
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setupInput(): void;
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private play();
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private play();
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private pause();
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private pause();
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private setAnimation(animation);
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setAnimation(animation: string): void;
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private percentageToWorldUnit(size, percentageOrAbsolute);
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private percentageToWorldUnit(size, percentageOrAbsolute);
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private calculateAnimationViewport(animationName);
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private calculateAnimationViewport(animationName);
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}
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}
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@ -10324,7 +10324,7 @@ var spine;
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this.viewportTransitionStart = performance.now();
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this.viewportTransitionStart = performance.now();
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this.animationState.clearTracks();
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this.animationState.clearTracks();
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this.skeleton.setToSetupPose();
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this.skeleton.setToSetupPose();
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this.animationState.setAnimation(0, this.config.animation, true);
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this.animationState.setAnimation(0, animation, true);
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};
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};
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SpinePlayer.prototype.percentageToWorldUnit = function (size, percentageOrAbsolute) {
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SpinePlayer.prototype.percentageToWorldUnit = function (size, percentageOrAbsolute) {
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if (typeof percentageOrAbsolute === "string") {
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if (typeof percentageOrAbsolute === "string") {
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File diff suppressed because one or more lines are too long
@ -1099,7 +1099,7 @@
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this.playButton.classList.add("spine-player-button-icon-play");
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this.playButton.classList.add("spine-player-button-icon-play");
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}
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}
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private setAnimation (animation: string) {
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public setAnimation (animation: string) {
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// Determine viewport
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// Determine viewport
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this.previousViewport = this.currentViewport;
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this.previousViewport = this.currentViewport;
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let animViewport = this.calculateAnimationViewport(animation);
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let animViewport = this.calculateAnimationViewport(animation);
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@ -1156,7 +1156,7 @@
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this.animationState.clearTracks();
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this.animationState.clearTracks();
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this.skeleton.setToSetupPose();
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this.skeleton.setToSetupPose();
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this.animationState.setAnimation(0, this.config.animation, true);
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this.animationState.setAnimation(0, animation, true);
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}
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}
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private percentageToWorldUnit(size: number, percentageOrAbsolute: string | number): number {
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private percentageToWorldUnit(size: number, percentageOrAbsolute: string | number): number {
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