This commit is contained in:
NathanSweet 2016-12-12 14:45:35 +01:00
parent 6fb9a4e991
commit 98b4f3870d
2 changed files with 7 additions and 3 deletions

View File

@ -910,7 +910,10 @@ public class AnimationState {
* {@link AnimationStateData#getMix(Animation, Animation)} based on the animation before this animation (if any).
* <p>
* The <code>mixDuration</code> must be set for a new track entry before {@link AnimationState#update(float)} is next
* called. */
* called.
* <p>
* When using {@link AnimationState#addAnimation(int, Animation, boolean, float)} with a <code>delay</code> <= 0, note the
* {@link #getDelay()} is set using the mix duration from the {@link AnimationStateData}. */
public float getMixDuration () {
return mixDuration;
}

View File

@ -36,8 +36,9 @@ import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.math.Vector2;
import com.esotericsoftware.spine.Bone;
/** An attachment which is a single point and a rotation. A bone can by used in similar ways, but a PointAttachment has an
* advantage in that it can be hidden, shown, and placed in a skin.
/** An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
* used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
* skin.
* <p>
* See <a href="http://esotericsoftware.com/spine-point-attachments">Point Attachments</a> in the Spine User Guide. */
public class PointAttachment extends Attachment {