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[haxe] Clean-up of documentation, remove HTML tags
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@ -43,39 +43,39 @@ import spine.Skeleton;
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*/
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class AnimationState {
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/**
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* 1) A previously applied timeline has set this property.\n
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* 1) A previously applied timeline has set this property.
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* Result: Mix from the current pose to the timeline pose.
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*/
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public static inline var SUBSEQUENT:Int = 0;
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/**
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* 1) This is the first timeline to set this property.\n
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* 2) The next track entry applied after this one does not have a timeline to set this property.\n
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* 1) This is the first timeline to set this property.
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* 2) The next track entry applied after this one does not have a timeline to set this property.
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* Result: Mix from the setup pose to the timeline pose.
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*/
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public static inline var FIRST:Int = 1;
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/**
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* 1) A previously applied timeline has set this property.\n
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* 2) The next track entry to be applied does have a timeline to set this property.\n
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* 3) The next track entry after that one does not have a timeline to set this property.\n
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* 1) A previously applied timeline has set this property.
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* 2) The next track entry to be applied does have a timeline to set this property.
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* 3) The next track entry after that one does not have a timeline to set this property.
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* Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading
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* animations that key the same property. A subsequent timeline will set this property using a mix.
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*/
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public static inline var HOLD_SUBSEQUENT:Int = 2;
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/**
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* 1) This is the first timeline to set this property.\n
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* 2) The next track entry to be applied does have a timeline to set this property.\n
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* 3) The next track entry after that one does not have a timeline to set this property.\n
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* 1) This is the first timeline to set this property.
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* 2) The next track entry to be applied does have a timeline to set this property.
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* 3) The next track entry after that one does not have a timeline to set this property.
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* Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
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* that key the same property. A subsequent timeline will set this property using a mix.
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*/
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public static inline var HOLD_FIRST:Int = 3;
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/**
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* 1) This is the first timeline to set this property.\n
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* 2) The next track entry to be applied does have a timeline to set this property.\n
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* 3) The next track entry after that one does have a timeline to set this property.\n
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* 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.\n
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* 1) This is the first timeline to set this property.
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* 2) The next track entry to be applied does have a timeline to set this property.
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* 3) The next track entry after that one does have a timeline to set this property.
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* 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.
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* Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than
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* 2 track entries in a row have a timeline that sets the same property.\n
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* 2 track entries in a row have a timeline that sets the same property.
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* Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid
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* "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A
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* (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed
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@ -171,9 +171,9 @@ class TrackEntry implements Poolable {
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*
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* When using spine.animation.AnimationState.addAnimation(int, Animation, boolean, float) with a delay <= 0, the
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* TrackEntry.getDelay() is set using the mix duration from the spine.animation.AnimationStateData. If mixDuration is set
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* afterward, the delay may need to be adjusted. For example:\n
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* entry.delay = entry.previous.getTrackComplete() - entry.mixDuration;\n
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* Alternatively, TrackEntry.setMixDuration(float, float) can be used to recompute the delay:\n
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* afterward, the delay may need to be adjusted. For example:
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* entry.delay = entry.previous.getTrackComplete() - entry.mixDuration;
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* Alternatively, TrackEntry.setMixDuration(float, float) can be used to recompute the delay:
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* entry.setMixDuration(0.25f, 0); */
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public var mixDuration:Float = 0;
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public var interruptAlpha:Float = 0;
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