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Docs.
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@ -910,7 +910,10 @@ public class AnimationState {
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* {@link AnimationStateData#getMix(Animation, Animation)} based on the animation before this animation (if any).
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* <p>
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* The <code>mixDuration</code> must be set for a new track entry before {@link AnimationState#update(float)} is next
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* called. */
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* called.
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* <p>
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* When using {@link AnimationState#addAnimation(int, Animation, boolean, float)} with a <code>delay</code> <= 0, note the
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* {@link #getDelay()} is set using the mix duration from the {@link AnimationStateData}. */
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public float getMixDuration () {
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return mixDuration;
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}
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@ -36,8 +36,9 @@ import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.math.Vector2;
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import com.esotericsoftware.spine.Bone;
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/** An attachment which is a single point and a rotation. A bone can by used in similar ways, but a PointAttachment has an
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* advantage in that it can be hidden, shown, and placed in a skin.
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/** An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
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* used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
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* skin.
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* <p>
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* See <a href="http://esotericsoftware.com/spine-point-attachments">Point Attachments</a> in the Spine User Guide. */
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public class PointAttachment extends Attachment {
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