From a27b63fc5ead7d2f68ab83e7e1a4fb3b9f0645e9 Mon Sep 17 00:00:00 2001 From: Mario Zechner Date: Thu, 22 May 2025 22:35:49 +0200 Subject: [PATCH] [haxe] Clean-up of documentation, remove HTML tags --- .../spine/animation/AnimationState.hx | 28 +++++++++---------- .../spine-haxe/spine/animation/TrackEntry.hx | 6 ++-- 2 files changed, 17 insertions(+), 17 deletions(-) diff --git a/spine-haxe/spine-haxe/spine/animation/AnimationState.hx b/spine-haxe/spine-haxe/spine/animation/AnimationState.hx index 36670fb61..e5ecc4e89 100644 --- a/spine-haxe/spine-haxe/spine/animation/AnimationState.hx +++ b/spine-haxe/spine-haxe/spine/animation/AnimationState.hx @@ -43,39 +43,39 @@ import spine.Skeleton; */ class AnimationState { /** - * 1) A previously applied timeline has set this property.\n + * 1) A previously applied timeline has set this property. * Result: Mix from the current pose to the timeline pose. */ public static inline var SUBSEQUENT:Int = 0; /** - * 1) This is the first timeline to set this property.\n - * 2) The next track entry applied after this one does not have a timeline to set this property.\n + * 1) This is the first timeline to set this property. + * 2) The next track entry applied after this one does not have a timeline to set this property. * Result: Mix from the setup pose to the timeline pose. */ public static inline var FIRST:Int = 1; /** - * 1) A previously applied timeline has set this property.\n - * 2) The next track entry to be applied does have a timeline to set this property.\n - * 3) The next track entry after that one does not have a timeline to set this property.\n + * 1) A previously applied timeline has set this property. + * 2) The next track entry to be applied does have a timeline to set this property. + * 3) The next track entry after that one does not have a timeline to set this property. * Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading * animations that key the same property. A subsequent timeline will set this property using a mix. */ public static inline var HOLD_SUBSEQUENT:Int = 2; /** - * 1) This is the first timeline to set this property.\n - * 2) The next track entry to be applied does have a timeline to set this property.\n - * 3) The next track entry after that one does not have a timeline to set this property.\n + * 1) This is the first timeline to set this property. + * 2) The next track entry to be applied does have a timeline to set this property. + * 3) The next track entry after that one does not have a timeline to set this property. * Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations * that key the same property. A subsequent timeline will set this property using a mix. */ public static inline var HOLD_FIRST:Int = 3; /** - * 1) This is the first timeline to set this property.\n - * 2) The next track entry to be applied does have a timeline to set this property.\n - * 3) The next track entry after that one does have a timeline to set this property.\n - * 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.\n + * 1) This is the first timeline to set this property. + * 2) The next track entry to be applied does have a timeline to set this property. + * 3) The next track entry after that one does have a timeline to set this property. + * 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property. * Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than - * 2 track entries in a row have a timeline that sets the same property.\n + * 2 track entries in a row have a timeline that sets the same property. * 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 * "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 * (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed diff --git a/spine-haxe/spine-haxe/spine/animation/TrackEntry.hx b/spine-haxe/spine-haxe/spine/animation/TrackEntry.hx index 03f8e2d7f..65e361244 100644 --- a/spine-haxe/spine-haxe/spine/animation/TrackEntry.hx +++ b/spine-haxe/spine-haxe/spine/animation/TrackEntry.hx @@ -171,9 +171,9 @@ class TrackEntry implements Poolable { * * When using spine.animation.AnimationState.addAnimation(int, Animation, boolean, float) with a delay <= 0, the * TrackEntry.getDelay() is set using the mix duration from the spine.animation.AnimationStateData. If mixDuration is set - * afterward, the delay may need to be adjusted. For example:\n - * entry.delay = entry.previous.getTrackComplete() - entry.mixDuration;\n - * Alternatively, TrackEntry.setMixDuration(float, float) can be used to recompute the delay:\n + * afterward, the delay may need to be adjusted. For example: + * entry.delay = entry.previous.getTrackComplete() - entry.mixDuration; + * Alternatively, TrackEntry.setMixDuration(float, float) can be used to recompute the delay: * entry.setMixDuration(0.25f, 0); */ public var mixDuration:Float = 0; public var interruptAlpha:Float = 0;