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[csharp] Port of commit 30801657: Fixed attachments not being reset when an entry is mixed out. Removed LAST computation.
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30801657dd
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@ -66,10 +66,6 @@ namespace Spine {
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/// (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into
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/// place.
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internal const int HoldMix = 3;
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/// 1) This is the last attachment timeline to set the attachment for a slot.<para />
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/// Result: Don't apply this timeline when mixing out. Attachment timelines that are not last are applied when mixing out so
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/// any deform timelines are applied and subsequent entries can mix from that deform.
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internal const int Last = 4;
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internal const int Setup = 1, Current = 2;
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@ -244,7 +240,7 @@ namespace Spine {
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for (int ii = 0; ii < timelineCount; ii++) {
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Timeline timeline = timelinesItems[ii];
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MixBlend timelineBlend = (timelineMode[ii] & AnimationState.Last - 1) == AnimationState.Subsequent ? blend : MixBlend.Setup;
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MixBlend timelineBlend = timelineMode[ii] == AnimationState.Subsequent ? blend : MixBlend.Setup;
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var rotateTimeline = timeline as RotateTimeline;
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if (rotateTimeline != null)
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation,
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@ -318,7 +314,7 @@ namespace Spine {
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MixDirection direction = MixDirection.Out;
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MixBlend timelineBlend;
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float alpha;
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switch (timelineMode[i] & AnimationState.Last - 1) {
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switch (timelineMode[i]) {
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case AnimationState.Subsequent:
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if (!drawOrder && timeline is DrawOrderTimeline) continue;
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timelineBlend = blend;
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@ -332,7 +328,7 @@ namespace Spine {
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timelineBlend = MixBlend.Setup;
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alpha = alphaHold;
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break;
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default:
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default: // HoldMix
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timelineBlend = MixBlend.Setup;
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TrackEntry holdMix = timelineHoldMix[i];
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alpha = alphaHold * Math.Max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
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@ -344,9 +340,6 @@ namespace Spine {
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation,
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i << 1, firstFrame);
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} else if (timeline is AttachmentTimeline) {
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// If not showing attachments: do nothing if this is the last timeline, else apply the timeline so
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// subsequent timelines see any deform, but don't set attachmentState to Current.
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if (!attachments && (timelineMode[i] & Last) != 0) continue;
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ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, animationTime, timelineBlend, attachments);
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} else {
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if (drawOrder && timeline is DrawOrderTimeline && timelineBlend == MixBlend.Setup)
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@ -790,16 +783,6 @@ namespace Spine {
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entry = entry.mixingTo;
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} while (entry != null);
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}
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// Process in the reverse order that animations are applied.
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propertyIDs.Clear();
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for (int i = tracks.Count - 1; i >= 0; i--) {
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TrackEntry entry = tracksItems[i];
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while (entry != null) {
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ComputeNotLast(entry);
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entry = entry.mixingFrom;
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}
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}
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}
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private void ComputeHold (TrackEntry entry) {
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@ -844,20 +827,6 @@ namespace Spine {
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}
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}
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private void ComputeNotLast (TrackEntry entry) {
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var timelines = entry.animation.timelines.Items;
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int timelinesCount = entry.animation.timelines.Count;
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int[] timelineMode = entry.timelineMode.Items;
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var propertyIDs = this.propertyIDs;
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for (int i = 0; i < timelinesCount; i++) {
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if (timelines[i] is AttachmentTimeline) {
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AttachmentTimeline timeline = (AttachmentTimeline)timelines[i];
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if (propertyIDs.Add(timeline.slotIndex)) timelineMode[i] |= AnimationState.Last;
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}
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}
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}
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/// <returns>The track entry for the animation currently playing on the track, or null if no animation is currently playing.</returns>
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public TrackEntry GetCurrent (int trackIndex) {
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if (trackIndex >= tracks.Count) return null;
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