[unity] Fixed an out of bounds access in SkeletonMecanim when multiple interruptions occur. Closes #1661.

This commit is contained in:
Harald Csaszar 2020-04-22 16:31:27 +02:00
parent 993e59f6bd
commit 201f0bd7d5

View File

@ -417,9 +417,8 @@ namespace Spine.Unity {
var interruptingStateInfo = animator.GetNextAnimatorStateInfo(layer);
layerInfos.isLastFrameOfInterruption = interruptingStateInfo.fullPathHash == 0;
if (!layerInfos.isLastFrameOfInterruption) {
layerInfos.interruptingClipInfoCount = interruptingClipInfos.Count;
animator.GetNextAnimatorClipInfo(layer, interruptingClipInfos);
layerInfos.interruptingClipInfoCount = interruptingClipInfos.Count;
float oldTime = layerInfos.interruptingStateInfo.normalizedTime;
float newTime = interruptingStateInfo.normalizedTime;
layerInfos.interruptingClipTimeAddition = newTime - oldTime;