[unity] Fixed a Timeline SpineAnimationStateClip related bug introduced in commit d4cc1631. Closes #2316.

This commit is contained in:
Harald Csaszar 2023-07-17 16:43:11 +02:00
parent 5308ddb04b
commit 0ca3c8e507
2 changed files with 2 additions and 2 deletions

View File

@ -165,7 +165,7 @@ namespace Spine.Unity.Playables {
for (int i = 0; i < inputCount; i++) {
float lastInputWeight = lastInputWeights[i];
float inputWeight = playable.GetInputWeight(i);
bool clipStarted = (lastInputWeight == 0 && inputWeight > 0) || info.seekOccurred || info.timeLooped;
bool clipStarted = (inputWeight > 0) && (lastInputWeight == 0 || info.seekOccurred || info.timeLooped);
if (inputWeight > 0)
anyClipPlaying = true;
lastInputWeights[i] = inputWeight;

View File

@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.timeline",
"displayName": "Spine Timeline Extensions",
"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity and spine-csharp runtimes as UPM packages (not as spine-unity unitypackage), version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.1.10",
"version": "4.1.11",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",