diff --git a/spine-csharp/src/Animation.cs b/spine-csharp/src/Animation.cs index 3de64287e..d60878da6 100644 --- a/spine-csharp/src/Animation.cs +++ b/spine-csharp/src/Animation.cs @@ -205,7 +205,7 @@ namespace Spine { } public class RotateTimeline : CurveTimeline { - protected const int LAST_FRAME_TIME = -2; + protected const int PREV_FRAME_TIME = -2; protected const int FRAME_VALUE = 1; internal int boneIndex; @@ -244,19 +244,19 @@ namespace Spine { return; } - // Interpolate between the last frame and the current frame. + // Interpolate between the previous frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 2); - float lastFrameValue = frames[frameIndex - 1]; + float prevFrameValue = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; - float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime); + float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime); percent = GetCurvePercent((frameIndex >> 1) - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); - amount = frames[frameIndex + FRAME_VALUE] - lastFrameValue; + amount = frames[frameIndex + FRAME_VALUE] - prevFrameValue; while (amount > 180) amount -= 360; while (amount < -180) amount += 360; - amount = bone.data.rotation + (lastFrameValue + amount * percent) - bone.rotation; + amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation; while (amount > 180) amount -= 360; while (amount < -180) @@ -266,7 +266,7 @@ namespace Spine { } public class TranslateTimeline : CurveTimeline { - protected const int LAST_FRAME_TIME = -3; + protected const int PREV_FRAME_TIME = -3; protected const int FRAME_X = 1; protected const int FRAME_Y = 2; @@ -301,16 +301,16 @@ namespace Spine { return; } - // Interpolate between the last frame and the current frame. + // Interpolate between the previous frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 3); - float lastFrameX = frames[frameIndex - 2]; - float lastFrameY = frames[frameIndex - 1]; + float prevFrameX = frames[frameIndex - 2]; + float prevFrameY = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; - float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime); + float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); - bone.x += (bone.data.x + lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent - bone.x) * alpha; - bone.y += (bone.data.y + lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent - bone.y) * alpha; + bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + FRAME_X] - prevFrameX) * percent - bone.x) * alpha; + bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + FRAME_Y] - prevFrameY) * percent - bone.y) * alpha; } } @@ -330,21 +330,21 @@ namespace Spine { return; } - // Interpolate between the last frame and the current frame. + // Interpolate between the previous frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 3); - float lastFrameX = frames[frameIndex - 2]; - float lastFrameY = frames[frameIndex - 1]; + float prevFrameX = frames[frameIndex - 2]; + float prevFrameY = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; - float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime); + float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); - bone.scaleX += (bone.data.scaleX * (lastFrameX + (frames[frameIndex + FRAME_X] - lastFrameX) * percent) - bone.scaleX) * alpha; - bone.scaleY += (bone.data.scaleY * (lastFrameY + (frames[frameIndex + FRAME_Y] - lastFrameY) * percent) - bone.scaleY) * alpha; + bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + FRAME_X] - prevFrameX) * percent) - bone.scaleX) * alpha; + bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + FRAME_Y] - prevFrameY) * percent) - bone.scaleY) * alpha; } } public class ColorTimeline : CurveTimeline { - protected const int LAST_FRAME_TIME = -5; + protected const int PREV_FRAME_TIME = -5; protected const int FRAME_R = 1; protected const int FRAME_G = 2; protected const int FRAME_B = 3; @@ -384,20 +384,20 @@ namespace Spine { b = frames[i - 1]; a = frames[i]; } else { - // Interpolate between the last frame and the current frame. + // Interpolate between the previous frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 5); - float lastFrameR = frames[frameIndex - 4]; - float lastFrameG = frames[frameIndex - 3]; - float lastFrameB = frames[frameIndex - 2]; - float lastFrameA = frames[frameIndex - 1]; + float prevFrameR = frames[frameIndex - 4]; + float prevFrameG = frames[frameIndex - 3]; + float prevFrameB = frames[frameIndex - 2]; + float prevFrameA = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; - float percent = 1 - (time - frameTime) / (frames[frameIndex + LAST_FRAME_TIME] - frameTime); + float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); - r = lastFrameR + (frames[frameIndex + FRAME_R] - lastFrameR) * percent; - g = lastFrameG + (frames[frameIndex + FRAME_G] - lastFrameG) * percent; - b = lastFrameB + (frames[frameIndex + FRAME_B] - lastFrameB) * percent; - a = lastFrameA + (frames[frameIndex + FRAME_A] - lastFrameA) * percent; + r = prevFrameR + (frames[frameIndex + FRAME_R] - prevFrameR) * percent; + g = prevFrameG + (frames[frameIndex + FRAME_G] - prevFrameG) * percent; + b = prevFrameB + (frames[frameIndex + FRAME_B] - prevFrameB) * percent; + a = prevFrameA + (frames[frameIndex + FRAME_A] - prevFrameA) * percent; } Slot slot = skeleton.slots[slotIndex]; if (alpha < 1) {