[unity] Fixed Spine Timeline not ending at clip end when last clip on track. Restores behaviour as named and documented. Closes #2318.

This commit is contained in:
Harald Csaszar 2023-07-20 18:03:31 +02:00
parent 8900377a89
commit 76d220b3d1
2 changed files with 3 additions and 2 deletions

View File

@ -68,7 +68,8 @@ namespace Spine.Unity.Playables {
}
public override void OnGraphStop (Playable playable) {
if (!isPaused && endAtClipEnd)
bool isStoppedNotPaused = playable.GetGraph().IsPlaying(); // end of track was reached or graph stopped.
if (isStoppedNotPaused && endAtClipEnd)
HandleClipEnd();
}

View File

@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.timeline",
"displayName": "Spine Timeline Extensions",
"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity and spine-csharp runtimes as UPM packages (not as spine-unity unitypackage), version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.1.11",
"version": "4.1.12",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",