[unity] Fixed SkeletonMecanim handling negative NormalizedTime incorrectly. Closes #1790.

This commit is contained in:
Harald Csaszar 2020-10-19 17:12:57 +02:00
parent 16e02fdad6
commit 17e8373e47

View File

@ -228,7 +228,7 @@ namespace Spine.Unity {
return false;
var time = AnimationTime(stateInfo.normalizedTime, info.clip.length,
info.clip.isLooping, stateInfo.speed < 0);
info.clip.isLooping);
weight = useClipWeight1 ? layerWeight : weight;
clip.Apply(skeleton, 0, time, info.clip.isLooping, null,
weight, layerBlendMode, MixDirection.In);
@ -252,7 +252,7 @@ namespace Spine.Unity {
return false;
var time = AnimationTime(stateInfo.normalizedTime + interruptingClipTimeAddition,
info.clip.length, stateInfo.speed < 0);
info.clip.length);
weight = useClipWeight1 ? layerWeight : weight;
clip.Apply(skeleton, 0, time, info.clip.isLooping, null,
weight, layerBlendMode, MixDirection.In);
@ -462,21 +462,20 @@ namespace Spine.Unity {
}
animation = GetAnimation(clip);
float time = AnimationTime(stateInfo.normalizedTime, clip.length,
clip.isLooping, stateInfo.speed < 0);
clip.isLooping);
return new KeyValuePair<Animation, float>(animation, time);
}
static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
float time = AnimationTime(normalizedTime, clipLength, reversed);
static float AnimationTime (float normalizedTime, float clipLength, bool loop) {
float time = AnimationTime(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) {
if (normalizedTime < 0.0f)
normalizedTime = (normalizedTime % 1.0f) + 1.0f;
return normalizedTime * clipLength;
}