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[csharp] Add docs again.
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@ -250,7 +250,7 @@ namespace Spine {
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bool firstFrame = from.timelinesRotation.Count == 0;
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if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
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var timelinesRotation = from.timelinesRotation.Items;
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from.totalAlpha = 0;
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for (int i = 0; i < timelineCount; i++) {
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Timeline timeline = timelinesItems[i];
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@ -507,8 +507,10 @@ namespace Spine {
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/// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary>
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/// <param name="delay">
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/// delay Seconds to begin this animation after the start of the previous animation. If <= 0, uses the duration of the
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/// previous track entry minus any mix duration plus the specified<code>delay</code>.If the previous entry is
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/// looping, its next loop completion is used instead of the duration.
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/// previous track entry minus any mix duration (from the <see cref="AnimationStateData"/>) plus the
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/// specified<code>delay</code> (ie the mix ends at (<code>delay</code> = 0) or before (<code>delay</code> < 0) the previous
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/// track entry duration). If the previous entry is looping, its next loop completion is used
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/// instead of the duration.
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/// </param>
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/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
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/// after <see cref="AnimationState.Dispose"/></returns>
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@ -775,7 +777,7 @@ namespace Spine {
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///<summary>
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/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
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/// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
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/// track entry will become the current track entry.</summary>
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/// track entry will become the current track entry. <see cref="TrackEntry.TimeScale"/> affects the delay.</summary>
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public float Delay { get { return delay; } set { delay = value; } }
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/// <summary>
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@ -835,8 +837,15 @@ namespace Spine {
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}
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/// <summary>
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/// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
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/// Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower or
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/// faster. Defaults to 1.
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///
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/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to
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// be adjusted to match the animation speed.
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///
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/// When using <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"> with a <code>delay</code> <= 0, note the
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/// {<see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref="AnimationStateData"/>, assuming time scale to be 1. If
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/// the time scale is not 1, the delay may need to be adjusted.
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/// </summary>
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public float TimeScale { get { return timeScale; } set { timeScale = value; } }
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@ -890,14 +899,15 @@ namespace Spine {
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/// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
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/// <para>
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/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
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/// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>
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/// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>,
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/// not a mix duration set afterward.
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/// </para>
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///
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/// </summary>
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public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
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/// <summary>
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/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
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/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
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/// replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to
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/// the values from the lower tracks.
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/// <para>
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@ -914,9 +924,9 @@ namespace Spine {
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/// <summary>
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/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out.
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///
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///
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/// When mixing between animations that key the same property, if a lower track also keys that property then the value will briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% while the second animation mixes from 0% to 100%. Setting HoldPrevious to true applies the first animation at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which keys the property, only when a higher track also keys the property.
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///
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///
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/// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the previous animation.
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/// </summary>
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public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }
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