[csharp] Some formatting and docs.

This commit is contained in:
pharan 2018-11-13 05:37:55 +08:00
parent b194dbf2c8
commit afde649c28
3 changed files with 15 additions and 25 deletions

View File

@ -250,7 +250,7 @@ namespace Spine {
bool firstFrame = from.timelinesRotation.Count == 0;
if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
var timelinesRotation = from.timelinesRotation.Items;
from.totalAlpha = 0;
for (int i = 0; i < timelineCount; i++) {
Timeline timeline = timelinesItems[i];
@ -507,10 +507,8 @@ namespace Spine {
/// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary>
/// <param name="delay">
/// delay Seconds to begin this animation after the start of the previous animation. If &lt;= 0, uses the duration of the
/// previous track entry minus any mix duration (from the <see cref="AnimationStateData"/>) plus the
/// specified<code>delay</code> (ie the mix ends at (<code>delay</code> = 0) or before (<code>delay</code> < 0) the previous
/// track entry duration). If the previous entry is looping, its next loop completion is used
/// instead of the duration.
/// previous track entry minus any mix duration plus the specified<code>delay</code>.If the previous entry is
/// looping, its next loop completion is used instead of the duration.
/// </param>
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after <see cref="AnimationState.Dispose"/></returns>
@ -777,7 +775,7 @@ namespace Spine {
///<summary>
/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
/// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
/// track entry will become the current track entry. <see cref="TrackEntry.TimeScale"/> affects the delay.</summary>
/// track entry will become the current track entry.</summary>
public float Delay { get { return delay; } set { delay = value; } }
/// <summary>
@ -837,15 +835,8 @@ namespace Spine {
}
/// <summary>
/// Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower or
/// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
/// faster. Defaults to 1.
///
/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to
// be adjusted to match the animation speed.
///
/// When using <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"> with a <code>delay</code> <= 0, note the
/// {<see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref="AnimationStateData"/>, assuming time scale to be 1. If
/// the time scale is not 1, the delay may need to be adjusted.
/// </summary>
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
@ -899,15 +890,14 @@ namespace Spine {
/// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
/// <para>
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
/// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>,
/// not a mix duration set afterward.
/// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>
/// </para>
///
/// </summary>
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
/// <summary>
/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
/// replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to
/// the values from the lower tracks.
/// <para>
@ -924,9 +914,9 @@ namespace Spine {
/// <summary>
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out.
///
///
/// When mixing between animations that key the same property, if a lower track also keys that property then the value will briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% while the second animation mixes from 0% to 100%. Setting HoldPrevious to true applies the first animation at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which keys the property, only when a higher track also keys the property.
///
///
/// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the previous animation.
/// </summary>
public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }

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@ -17,10 +17,10 @@
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
@ -82,8 +82,8 @@ namespace Spine {
version++;
}
public void GrowIfNeeded (int newCount) {
int minimumSize = Count + newCount;
public void GrowIfNeeded (int addedCount) {
int minimumSize = Count + addedCount;
if (minimumSize > Items.Length)
Capacity = Math.Max(Math.Max(Capacity * 2, DefaultCapacity), minimumSize);
}
@ -466,7 +466,7 @@ namespace Spine {
public T Pop () {
if (Count == 0)
throw new InvalidOperationException("List is empty. Nothing to pop.");
int i = Count - 1;
T item = Items[i];
Items[i] = default(T);

View File

@ -71,7 +71,7 @@ namespace Spine {
public void Apply () {
Update();
}
public void Update () {
PathAttachment attachment = target.Attachment as PathAttachment;
if (attachment == null) return;