[csharp] Add docs again.

This commit is contained in:
pharan 2018-11-13 05:42:27 +08:00
parent 35896e52a4
commit 4fd1743d87

View File

@ -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 <see cref="SetAnimation"/>.</summary>
/// <param name="delay">
/// delay Seconds to begin this animation after the start of the previous animation. If &lt;= 0, uses the duration of the
/// previous track entry minus any mix duration plus the specified<code>delay</code>.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 <see cref="AnimationStateData"/>) plus the
/// specified<code>delay</code> (ie the mix ends at (<code>delay</code> = 0) or before (<code>delay</code> < 0) the previous
/// track entry duration). If the previous entry is looping, its next loop completion is used
/// instead of the duration.
/// </param>
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after <see cref="AnimationState.Dispose"/></returns>
@ -775,7 +777,7 @@ namespace Spine {
///<summary>
/// 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.</summary>
/// track entry will become the current track entry. <see cref="TrackEntry.TimeScale"/> affects the delay.</summary>
public float Delay { get { return delay; } set { delay = value; } }
/// <summary>
@ -835,8 +837,15 @@ namespace Spine {
}
/// <summary>
/// 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.
///
/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to
// be adjusted to match the animation speed.
///
/// When using <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"> with a <code>delay</code> <= 0, note the
/// {<see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref="AnimationStateData"/>, assuming time scale to be 1. If
/// the time scale is not 1, the delay may need to be adjusted.
/// </summary>
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
@ -890,14 +899,15 @@ namespace Spine {
/// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
/// <para>
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
/// <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"/>
/// <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"/>,
/// not a mix duration set afterward.
/// </para>
///
/// </summary>
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
/// <summary>
/// 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.
/// <para>
@ -914,9 +924,9 @@ namespace Spine {
/// <summary>
/// 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.
/// </summary>
public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }