From 98b4f3870d2f2268b555221cc9d5c1b99a81daa0 Mon Sep 17 00:00:00 2001 From: NathanSweet Date: Mon, 12 Dec 2016 14:45:35 +0100 Subject: [PATCH] Docs. --- .../src/com/esotericsoftware/spine/AnimationState.java | 5 ++++- .../esotericsoftware/spine/attachments/PointAttachment.java | 5 +++-- 2 files changed, 7 insertions(+), 3 deletions(-) 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 b184e3e9d..2c8dede52 100644 --- a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/AnimationState.java +++ b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/AnimationState.java @@ -910,7 +910,10 @@ public class AnimationState { * {@link AnimationStateData#getMix(Animation, Animation)} based on the animation before this animation (if any). *

* The mixDuration must be set for a new track entry before {@link AnimationState#update(float)} is next - * called. */ + * called. + *

+ * When using {@link AnimationState#addAnimation(int, Animation, boolean, float)} with a delay <= 0, note the + * {@link #getDelay()} is set using the mix duration from the {@link AnimationStateData}. */ public float getMixDuration () { return mixDuration; } diff --git a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/attachments/PointAttachment.java b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/attachments/PointAttachment.java index a17c909d3..b601866db 100644 --- a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/attachments/PointAttachment.java +++ b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/attachments/PointAttachment.java @@ -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. *

* See Point Attachments in the Spine User Guide. */ public class PointAttachment extends Attachment {