From 22e283ac6c8a7b76fd6a35faf3af47e028efa04e Mon Sep 17 00:00:00 2001 From: John Date: Tue, 20 Jan 2015 01:01:52 +0800 Subject: [PATCH] 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. --- spine-csharp/src/AnimationState.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/spine-csharp/src/AnimationState.cs b/spine-csharp/src/AnimationState.cs index 3a774b330..97f8d3ade 100644 --- a/spine-csharp/src/AnimationState.cs +++ b/spine-csharp/src/AnimationState.cs @@ -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) {