diff --git a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/AnimationState.java b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/AnimationState.java index 76d1a1daa..cada4633f 100644 --- a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/AnimationState.java +++ b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/AnimationState.java @@ -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. *
* 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. *
* 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. *
- * 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
- * eventThreshold, event timelines for the animation being mixed out will be applied. Defaults to 0, so event
+ * eventThreshold, 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
- * attachmentThreshold, 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. */
+ * attachmentThreshold, 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
- * drawOrderThreshold, draw order timelines for the animation being mixed out will be applied. Defaults to 0,
+ * drawOrderThreshold, 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;