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https://github.com/EsotericSoftware/spine-runtimes.git
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[lua] Ported holdPrevious in AnimationState. See #1169.
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@ -50,8 +50,8 @@ end
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local EMPTY_ANIMATION = Animation.new("<empty>", {}, 0)
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local SUBSEQUENT = 0
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local FIRST = 1
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local DIP = 2
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local DIP_MIX = 3;
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local HOLD = 2
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local HOLD_MIX = 3;
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local EventType = {
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start = 0,
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@ -167,75 +167,23 @@ TrackEntry.__index = TrackEntry
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function TrackEntry.new ()
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local self = {
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animation = nil,
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next = nil, mixingFrom = nil,
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next = nil, mixingFrom = nil, mixingTo = nil,
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onStart = nil, onInterrupt = nil, onEnd = nil, onDispose = nil, onComplete = nil, onEvent = nil,
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trackIndex = 0,
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loop = false,
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loop = false, holdPrevious = false,
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eventThreshold = 0, attachmentThreshold = 0, drawOrderThreshold = 0,
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animationStart = 0, animationEnd = 0, animationLast = 0, nextAnimationLast = 0,
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delay = 0, trackTime = 0, trackLast = 0, nextTrackLast = 0, trackEnd = 0, timeScale = 0,
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alpha = 0, mixTime = 0, mixDuration = 0, interruptAlpha = 0, totalAlpha = 0,
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mixBlend = MixBlend.replace,
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timelineData = {},
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timelineDipMix = {},
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timelineMode = {},
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timelineHoldMix = {},
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timelinesRotation = {}
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}
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setmetatable(self, TrackEntry)
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return self
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end
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function TrackEntry:setTimelineData(to, mixingToArray, propertyIDs)
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if to then table_insert(mixingToArray, to) end
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local lastEntry = self
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if self.mixingFrom then lastEntry = self.mixingFrom:setTimelineData(self, mixingToArray, propertyIDs) end
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if to then mixingToArray[#mixingToArray] = nil end
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local mixingTo = mixingToArray
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local mixingToLast = #mixingToArray
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local timelines = self.animation.timelines
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local timelinesCount = #self.animation.timelines
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local timelineData = self.timelineData
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local timelineDipMix = self.timelineDipMix
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local i = 1
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local skip
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while i <= timelinesCount do
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local id = "" .. timelines[i]:getPropertyId()
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if not (propertyIDs[id] == nil) then
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timelineData[i] = SUBSEQUENT
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elseif (to == nil or not to:hasTimeline(id)) then
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timelineData[i] = FIRST
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else
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local ii = mixingToLast
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while ii > 0 do
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local entry = mixingTo[ii]
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skip = false
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if not entry:hasTimeline(id) then
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if entry.mixDuration > 0 then
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timelineData[i] = DIP_MIX
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timelineDipMix[i] = entry
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skip = true
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break
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end
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break;
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end
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ii = ii - 1
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end
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if not skip then timelineData[i] = DIP end
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end
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i = i + 1
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end
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return lastEntry
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end
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function TrackEntry:hasTimeline(id)
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local timelines = self.animation.timelines
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for i,timeline in ipairs(timelines) do
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if timeline:getPropertyId() == id then return true end
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end
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return false
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end
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function TrackEntry:getAnimationTime ()
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if self.loop then
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local duration = self.animationEnd - self.animationStart
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@ -325,6 +273,7 @@ function AnimationState:update (delta)
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-- End mixing from entries once all have completed.
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local from = current.mixingFrom
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current.mixingFrom = nil
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if from then from.mixingTo = nil end
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while from do
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queue:_end(from)
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from = from.mixingFrom
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@ -354,6 +303,7 @@ function AnimationState:updateMixingFrom (to, delta)
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-- Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
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if (from.totalAlpha == 0 or to.mixDuration == 0) then
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to.mixingFrom = from.mixingFrom
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if from.mixingFrom then from.mixingFrom.mixingTo = to end
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to.interruptAlpha = from.interruptAlpha
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self.queue:_end(from)
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end
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@ -393,18 +343,18 @@ function AnimationState:apply (skeleton)
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local animationLast = current.animationLast
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local animationTime = current:getAnimationTime()
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local timelines = current.animation.timelines
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if mix == 1 or blend == MixBlend.add then
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if i == 0 and (mix == 1 or blend == MixBlend.add) then
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for i,timeline in ipairs(timelines) do
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timeline:apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection._in)
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end
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else
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local timelineData = current.timelineData
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local timelineMode = current.timelineMode
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local firstFrame = #current.timelinesRotation == 0
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local timelinesRotation = current.timelinesRotation
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for ii,timeline in ipairs(timelines) do
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local timelineBlend = MixBlend.setup
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if timelineData[ii] == SUBSEQUENT then timelineBlend = blend end
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if timelineMode[ii] == SUBSEQUENT then timelineBlend = blend end
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if timeline.type == Animation.TimelineType.rotate then
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self:applyRotateTimeline(timeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii * 2,
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@ -446,16 +396,16 @@ function AnimationState:applyMixingFrom (to, skeleton, blend)
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local animationLast = from.animationLast
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local animationTime = from:getAnimationTime()
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local timelines = from.animation.timelines
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local alphaDip = from.alpha * to.interruptAlpha
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local alphaMix = alphaDip * (1 - mix)
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local alphaHold = from.alpha * to.interruptAlpha
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local alphaMix = alphaHold * (1 - mix)
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if blend == MixBlend.add then
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for i,timeline in ipairs(timelines) do
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timeline:apply(skeleton, animationLast, animationTime, events, alphaMix, blend, MixDirection.out)
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end
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else
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local timelineData = from.timelineData
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local timelineDipMix = from.timelineDipMix
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local timelineMode = from.timelineMode
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local timelineHoldMix = from.timelineHoldMix
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local firstFrame = #from.timelinesRotation == 0
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local timelinesRotation = from.timelinesRotation
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@ -466,21 +416,21 @@ function AnimationState:applyMixingFrom (to, skeleton, blend)
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local skipSubsequent = false;
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local timelineBlend = MixBlend.setup
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local alpha = 0
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if timelineData[i] == SUBSEQUENT then
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if timelineMode[i] == SUBSEQUENT then
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if not attachments and timeline.type == Animation.TimelineType.attachment then skipSubsequent = true end
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if not drawOrder and timeline.type == Animation.TimelineType.drawOrder then skipSubsequent = true end
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timelineBlend = blend
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alpha = alphaMix
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elseif timelineData[i] == FIRST then
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elseif timelineMode[i] == FIRST then
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timelineBlend = MixBlend.setup
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alpha = alphaMix
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elseif timelineData[i] == DIP then
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elseif timelineMode[i] == HOLD then
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timelineBlend = MixBlend.setup
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alpha = alphaDip
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alpha = alphaHold
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else
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timelineBlend = MixBlend.setup
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local dipMix = timelineDipMix[i]
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alpha = alphaDip * math_max(0, 1 - dipMix.mixtime / dipMix.mixDuration)
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local holdMix = timelineHoldMix[i]
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alpha = alphaHold * math_max(0, 1 - holdMix.mixtime / holdMix.mixDuration)
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end
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if not skipSubsequent then
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@ -643,6 +593,7 @@ function AnimationState:clearTrack (trackIndex)
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if from == nil then break end
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queue:_end(from)
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entry.mixingFrom = nil
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entry.mixingTo = nil
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entry = from
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end
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@ -660,6 +611,7 @@ function AnimationState:setCurrent (index, current, interrupt)
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if from then
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if interrupt then queue:interrupt(from) end
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current.mixingFrom = from
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from.mixingTo = current
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current.mixTime = 0
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if from.mixingFrom and from.mixDuration > 0 then
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@ -783,6 +735,7 @@ function AnimationState:trackEntry (trackIndex, animation, loop, last)
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entry.trackIndex = trackIndex
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entry.animation = animation
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entry.loop = loop
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entry.holdPrevious = false
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entry.eventThreshold = 0
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entry.attachmentThreshold = 0
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@ -826,16 +779,82 @@ function AnimationState:_animationsChanged ()
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self.animationsChanged = false
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self.propertyIDs = {}
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local propertyIDs = self.propertyIDs
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local mixingTo = self.mixingTo
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for i, entry in pairs(self.tracks) do
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if entry and (i == 0 or entry.mixBlend ~= MixBlend.add) then
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entry:setTimelineData(nil, mixingTo, propertyIDs)
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for i, entry in pairs(self.tracks) do
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if entry then
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while entry.mixingFrom do
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entry = entry.mixingFrom
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end
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repeat
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if (entry.mixingTo == nil or entry.mixBlend ~= MixBlend.add) then
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self:setTimelineModes(entry)
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end
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entry = entry.mixingTo
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until (entry == nil)
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end
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end
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end
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function AnimationState:setTimelineModes(entry)
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local to = entry.mixingTo
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local timelines = entry.animation.timelines
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local timelinesCount = #entry.animation.timelines
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local timelineMode = entry.timelineMode
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local timelineHoldMix = entry.timelineHoldMix
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local propertyIDs = self.propertyIDs
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if (to and to.holdPrevious) then
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local i = 1
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while i <= timelinesCount do
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local id = "" .. timelines[i]:getPropertyId()
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if propertyIDs[id] == nil then
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propertyIDs[id] = id
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end
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timelineMode[i] = HOLD
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end
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return
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end
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local i = 1
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local skip
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while i <= timelinesCount do
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local id = "" .. timelines[i]:getPropertyId()
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if not (propertyIDs[id] == nil) then
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timelineMode[i] = SUBSEQUENT
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else
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propertyIDs[id] = id
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if (to == nil or not self:hasTimeline(to, id)) then
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timelineMode[i] = FIRST
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else
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local next = to.mixingTo
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while next do
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skip = false
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if not self:hasTimeline(id) then
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if entry.mixDuration > 0 then
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timelineMode[i] = HOLD_MIX
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timelineHoldMix[i] = next
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skip = true
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break
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end
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end
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next = next.mixingTo
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end
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if not skip then timelineMode[i] = HOLD end
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end
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end
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i = i + 1
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end
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end
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function AnimationState:hasTimeline(entry, id)
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local timelines = entry.animation.timelines
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for i,timeline in ipairs(timelines) do
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if timeline:getPropertyId() == id then return true end
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end
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return false
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end
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function AnimationState:getCurrent (trackIndex)
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return self.tracks[trackIndex]
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end
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