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[libgdx] More javadoc improvements.
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@ -424,10 +424,10 @@ public class AnimationState {
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}
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}
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/** Removes all animations from all tracks, leaving skeletons in their previous pose.
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/** Removes all animations from all tracks, leaving skeletons in their current pose.
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* <p>
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* It may be desired to use {@link AnimationState#setEmptyAnimations(float)} to mix the skeletons back to the setup pose,
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* rather than leaving them in their previous pose. */
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* rather than leaving them in their current pose. */
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public void clearTracks () {
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boolean oldDrainDisabled = queue.drainDisabled;
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queue.drainDisabled = true;
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@ -438,10 +438,10 @@ public class AnimationState {
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queue.drain();
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}
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/** Removes all animations from the track, leaving skeletons in their previous pose.
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/** Removes all animations from the track, leaving skeletons in their current pose.
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* <p>
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* It may be desired to use {@link AnimationState#setEmptyAnimation(int, float)} to mix the skeletons back to the setup pose,
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* rather than leaving them in their previous pose. */
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* rather than leaving them in their current pose. */
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public void clearTrack (int trackIndex) {
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if (trackIndex >= tracks.size) return;
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TrackEntry current = tracks.get(trackIndex);
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@ -973,11 +973,11 @@ public class AnimationState {
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this.listener = listener;
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}
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/** Values < 1 mix this animation with the setup pose or the skeleton's previous pose. Defaults to 1, which overwrites the
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* skeleton's previous pose with this animation.
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/** Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults
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* to 1, which overwrites the skeleton's current pose with this animation.
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* <p>
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* Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
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* to use alpha on track 0 if the skeleton pose is from the last frame render. */
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* Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to
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* use alpha on track 0 if the skeleton pose is from the last frame render. */
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public float getAlpha () {
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return alpha;
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}
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@ -987,7 +987,7 @@ public class AnimationState {
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}
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/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
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* <code>eventThreshold</code>, event timelines for the animation being mixed out will be applied. Defaults to 0, so event
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* <code>eventThreshold</code>, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
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* timelines are not applied for an animation being mixed out. */
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public float getEventThreshold () {
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return eventThreshold;
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@ -998,8 +998,8 @@ public class AnimationState {
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}
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/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
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* <code>attachmentThreshold</code>, attachment timelines for the animation being mixed out will be applied. Defaults to 0,
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* so attachment timelines are not applied for an animation being mixed out. */
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* <code>attachmentThreshold</code>, attachment timelines are applied while this animation is being mixed out. Defaults to
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* 0, so attachment timelines are not applied for an animation being mixed out. */
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public float getAttachmentThreshold () {
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return attachmentThreshold;
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}
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@ -1009,7 +1009,7 @@ public class AnimationState {
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}
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/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
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* <code>drawOrderThreshold</code>, draw order timelines for the animation being mixed out will be applied. Defaults to 0,
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* <code>drawOrderThreshold</code>, draw order timelines are applied while this animation is being mixed out. Defaults to 0,
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* so draw order timelines are not applied for an animation being mixed out. */
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public float getDrawOrderThreshold () {
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return drawOrderThreshold;
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