diff --git a/spine-csharp/src/AnimationState.cs b/spine-csharp/src/AnimationState.cs
index 777d6e768..8e77c41a5 100644
--- a/spine-csharp/src/AnimationState.cs
+++ b/spine-csharp/src/AnimationState.cs
@@ -142,7 +142,7 @@ namespace Spine {
from.trackLast = from.nextTrackLast;
// Require mixTime > 0 to ensure the mixing from entry was applied at least once.
- if (to.mixTime > 0 && (to.mixTime >= to.mixDuration || to.timeScale == 0)) {
+ if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom;
@@ -153,6 +153,13 @@ namespace Spine {
return finished;
}
+ // 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.
+ if (to.timeScale == 0 && to.mixingTo != null) {
+ to.timeScale = 1;
+ to.mixTime = 0;
+ to.mixDuration = 0;
+ }
+
from.trackTime += delta * from.timeScale;
to.mixTime += delta * to.timeScale;
return false;
@@ -250,7 +257,7 @@ namespace Spine {
bool firstFrame = from.timelinesRotation.Count == 0;
if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
var timelinesRotation = from.timelinesRotation.Items;
-
+
from.totalAlpha = 0;
for (int i = 0; i < timelineCount; i++) {
Timeline timeline = timelinesItems[i];
@@ -507,7 +514,7 @@ namespace Spine {
/// for a track. If the track is empty, it is equivalent to calling .
///
/// delay Seconds to begin this animation after the start of the previous animation. If <= 0, uses the duration of the
- /// previous track entry minus any mix duration plus the specifieddelay.If the previous entry is
+ /// previous track entry minus any mix duration plus the specifieddelay.If the previous entry is
/// looping, its next loop completion is used instead of the duration.
///
/// A track entry to allow further customization of animation playback. References to the track entry must not be kept
@@ -897,7 +904,7 @@ namespace Spine {
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
///
- /// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
+ /// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
/// replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to
/// the values from the lower tracks.
///
@@ -914,9 +921,9 @@ namespace Spine {
///
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out.
- ///
+ ///
/// 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.
- ///
+ ///
/// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the previous animation.
///
public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }