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.
This commit is contained in:
John 2015-01-20 01:01:52 +08:00
parent a215d6097c
commit 22e283ac6c

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@ -113,7 +113,8 @@ namespace Spine {
} else {
float previousTime = previous.time;
if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
previous.animation.Apply(skeleton, previousTime, previousTime, previous.loop, null);
previous.animation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, events);
previous.lastTime = previousTime;
float alpha = current.mixTime / current.mixDuration * current.mix;
if (alpha >= 1) {