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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
[libgdx] Don't apply slot timelines if the bone is not active or constraint timelines if the constraint is not active.
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@ -707,6 +707,7 @@ public class Animation {
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MixDirection direction) {
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Slot slot = skeleton.slots.get(slotIndex);
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if (!slot.bone.active) return;
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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switch (blend) {
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@ -805,6 +806,7 @@ public class Animation {
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MixDirection direction) {
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Slot slot = skeleton.slots.get(slotIndex);
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if (!slot.bone.active) return;
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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switch (blend) {
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@ -918,6 +920,7 @@ public class Animation {
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MixDirection direction) {
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Slot slot = skeleton.slots.get(slotIndex);
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if (!slot.bone.active) return;
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if (direction == out && blend == setup) {
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String attachmentName = slot.data.attachmentName;
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slot.setAttachment(attachmentName == null ? null : skeleton.getAttachment(slotIndex, attachmentName));
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@ -1001,6 +1004,7 @@ public class Animation {
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MixDirection direction) {
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Slot slot = skeleton.slots.get(slotIndex);
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if (!slot.bone.active) return;
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Attachment slotAttachment = slot.attachment;
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if (!(slotAttachment instanceof VertexAttachment) || !((VertexAttachment)slotAttachment).applyDeform(attachment)) return;
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@ -1363,6 +1367,7 @@ public class Animation {
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MixDirection direction) {
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IkConstraint constraint = skeleton.ikConstraints.get(ikConstraintIndex);
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if (!constraint.active) return;
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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switch (blend) {
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@ -1479,6 +1484,7 @@ public class Animation {
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MixDirection direction) {
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TransformConstraint constraint = skeleton.transformConstraints.get(transformConstraintIndex);
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if (!constraint.active) return;
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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TransformConstraintData data = constraint.data;
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@ -1581,6 +1587,7 @@ public class Animation {
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MixDirection direction) {
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PathConstraint constraint = skeleton.pathConstraints.get(pathConstraintIndex);
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if (!constraint.active) return;
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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switch (blend) {
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@ -1627,6 +1634,7 @@ public class Animation {
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MixDirection direction) {
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PathConstraint constraint = skeleton.pathConstraints.get(pathConstraintIndex);
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if (!constraint.active) return;
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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switch (blend) {
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@ -1706,6 +1714,7 @@ public class Animation {
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MixDirection direction) {
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PathConstraint constraint = skeleton.pathConstraints.get(pathConstraintIndex);
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if (!constraint.active) return;
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float[] frames = this.frames;
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if (time < frames[0]) { // Time is before first frame.
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switch (blend) {
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