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AnimationState.cs now fires events during mixing
Not sure if the same "fix" needs to be applied to other runtimes, or if this was intended behavior at all. But someone in the forums was looking for this fix.
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@ -113,7 +113,8 @@ namespace Spine {
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} else {
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float previousTime = previous.time;
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if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
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previous.animation.Apply(skeleton, previousTime, previousTime, previous.loop, null);
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previous.animation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, events);
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previous.lastTime = previousTime;
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float alpha = current.mixTime / current.mixDuration * current.mix;
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if (alpha >= 1) {
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