[libgdx] More javadoc improvements.

This commit is contained in:
NathanSweet 2018-10-17 21:57:10 +02:00
parent fac440c434
commit 9867c975ab

View File

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