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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 23:34:53 +08:00
[csharp] AnimationState fixes.
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@ -102,9 +102,7 @@ namespace Spine {
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}
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continue;
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}
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UpdateMixingFrom(current, delta);
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} else {
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UpdateMixingFrom(current, delta);
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// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
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if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
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tracksItems[i] = null;
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@ -113,6 +111,7 @@ namespace Spine {
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continue;
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}
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}
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UpdateMixingFrom(current, delta);
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current.trackTime += currentDelta;
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}
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@ -155,7 +154,10 @@ namespace Spine {
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// Apply mixing from entries first.
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float mix = current.alpha;
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if (current.mixingFrom != null) mix *= ApplyMixingFrom(current, skeleton);
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if (current.mixingFrom != null)
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mix *= ApplyMixingFrom(current, skeleton);
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else if (current.trackTime >= current.trackEnd) //
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mix = 0; // Set to setup pose the last time the entry will be applied.
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// Apply current entry.
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float animationLast = current.animationLast, animationTime = current.AnimationTime;
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@ -415,11 +417,11 @@ namespace Spine {
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if (current != null) {
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if (current.nextTrackLast == -1) {
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// Don't mix from an entry that was never applied.
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tracks.Items[trackIndex] = null;
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tracks.Items[trackIndex] = current.mixingFrom;
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queue.Interrupt(current);
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queue.End(current);
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DisposeNext(current);
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current = null;
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current = current.mixingFrom;
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} else {
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DisposeNext(current);
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}
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@ -681,11 +683,11 @@ namespace Spine {
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/// <summary>
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/// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
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/// non-looping animations and to <see cref="int.MaxValue"/> for looping animations. If the track end time is reached and no
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/// other animations are queued for playback, and mixing from any previous animations is complete, then the track is cleared,
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/// leaving skeletons in their previous pose.
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/// other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation,
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/// are set to the setup pose and the track is cleared.
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///
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/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> to mix the skeletons back to the
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/// setup pose, rather than leaving them in their previous pose.
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/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> to mix the properties back to the
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/// setup pose over time, rather than have it happen instantly.
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/// </summary>
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public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } }
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