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[csharp] Ported 0 timeScale fix, see #1194.
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@ -142,7 +142,7 @@ namespace Spine {
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from.trackLast = from.nextTrackLast;
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// Require mixTime > 0 to ensure the mixing from entry was applied at least once.
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if (to.mixTime > 0 && (to.mixTime >= to.mixDuration || to.timeScale == 0)) {
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if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
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// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
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if (from.totalAlpha == 0 || to.mixDuration == 0) {
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to.mixingFrom = from.mixingFrom;
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@ -153,6 +153,13 @@ namespace Spine {
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return finished;
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}
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// If to has 0 timeScale and is not the first entry, remove the mix and apply it one more time to return to the setup pose.
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if (to.timeScale == 0 && to.mixingTo != null) {
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to.timeScale = 1;
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to.mixTime = 0;
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to.mixDuration = 0;
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}
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from.trackTime += delta * from.timeScale;
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to.mixTime += delta * to.timeScale;
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return false;
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@ -250,7 +257,7 @@ namespace Spine {
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bool firstFrame = from.timelinesRotation.Count == 0;
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if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
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var timelinesRotation = from.timelinesRotation.Items;
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from.totalAlpha = 0;
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for (int i = 0; i < timelineCount; i++) {
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Timeline timeline = timelinesItems[i];
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@ -507,7 +514,7 @@ namespace Spine {
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/// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary>
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/// <param name="delay">
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/// delay Seconds to begin this animation after the start of the previous animation. If <= 0, uses the duration of the
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/// previous track entry minus any mix duration plus the specified<code>delay</code>.If the previous entry is
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/// previous track entry minus any mix duration plus the specified<code>delay</code>.If the previous entry is
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/// looping, its next loop completion is used instead of the duration.
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/// </param>
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/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
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@ -897,7 +904,7 @@ namespace Spine {
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public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
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/// <summary>
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/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
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/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
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/// replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to
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/// the values from the lower tracks.
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/// <para>
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@ -914,9 +921,9 @@ namespace Spine {
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/// <summary>
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/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out.
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///
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///
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/// When mixing between animations that key the same property, if a lower track also keys that property then the value will briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% while the second animation mixes from 0% to 100%. Setting HoldPrevious to true applies the first animation at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which keys the property, only when a higher track also keys the property.
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///
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///
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/// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the previous animation.
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/// </summary>
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public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }
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