diff --git a/spine-csharp/src/AnimationState.cs b/spine-csharp/src/AnimationState.cs index 3589fb794..ea6b47a27 100644 --- a/spine-csharp/src/AnimationState.cs +++ b/spine-csharp/src/AnimationState.cs @@ -250,7 +250,7 @@ namespace Spine { bool firstFrame = from.timelinesRotation.Count == 0; if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize var timelinesRotation = from.timelinesRotation.Items; - + from.totalAlpha = 0; for (int i = 0; i < timelineCount; i++) { Timeline timeline = timelinesItems[i]; @@ -507,8 +507,10 @@ namespace Spine { /// for a track. If the track is empty, it is equivalent to calling . /// /// delay Seconds to begin this animation after the start of the previous animation. If <= 0, uses the duration of the - /// previous track entry minus any mix duration plus the specifieddelay.If the previous entry is - /// looping, its next loop completion is used instead of the duration. + /// previous track entry minus any mix duration (from the ) plus the + /// specifieddelay (ie the mix ends at (delay = 0) or before (delay < 0) the previous + /// track entry duration). If the previous entry is looping, its next loop completion is used + /// instead of the duration. /// /// A track entry to allow further customization of animation playback. References to the track entry must not be kept /// after @@ -775,7 +777,7 @@ namespace Spine { /// /// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing /// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the - /// track entry will become the current track entry. + /// track entry will become the current track entry. affects the delay. public float Delay { get { return delay; } set { delay = value; } } /// @@ -835,8 +837,15 @@ namespace Spine { } /// - /// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or + /// Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower or /// faster. Defaults to 1. + /// + /// is not affected by track entry time scale, so may need to + // be adjusted to match the animation speed. + /// + /// When using with a delay <= 0, note the + /// { is set using the mix duration from the , assuming time scale to be 1. If + /// the time scale is not 1, the delay may need to be adjusted. /// public float TimeScale { get { return timeScale; } set { timeScale = value; } } @@ -890,14 +899,15 @@ namespace Spine { /// In that case, the mixDuration must be set before is next called. /// /// When using with a - /// delay less than or equal to 0, note the is set using the mix duration from the + /// delay less than or equal to 0, note the is set using the mix duration from the , + /// not a mix duration set afterward. /// /// /// public float MixDuration { get { return mixDuration; } set { mixDuration = value; } } /// - /// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which + /// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which /// replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to /// the values from the lower tracks. /// @@ -914,9 +924,9 @@ namespace Spine { /// /// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out. - /// + /// /// 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. - /// + /// /// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the previous animation. /// public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }