[haxe] Clean-up of documentation, remove HTML tags

This commit is contained in:
Mario Zechner 2025-05-22 22:35:49 +02:00
parent 0ffe43b83e
commit a27b63fc5e
2 changed files with 17 additions and 17 deletions

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@ -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

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@ -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;