diff --git a/spine-csharp/src/AnimationState.cs b/spine-csharp/src/AnimationState.cs index ea6b47a27..3589fb794 100644 --- a/spine-csharp/src/AnimationState.cs +++ b/spine-csharp/src/AnimationState.cs @@ -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 . /// /// delay Seconds to begin this animation after the start of the previous animation. If <= 0, uses the duration of the - /// previous track entry minus any mix duration (from the ) plus the - /// specifieddelay (ie the mix ends at (delay = 0) or before (delay < 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 specifieddelay.If the previous entry is + /// looping, its next loop completion is used instead of the duration. /// /// A track entry to allow further customization of animation playback. References to the track entry must not be kept /// after @@ -777,7 +775,7 @@ namespace Spine { /// /// 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. affects the delay. + /// track entry will become the current track entry. public float Delay { get { return delay; } set { delay = value; } } /// @@ -837,15 +835,8 @@ namespace Spine { } /// - /// 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. - /// - /// is not affected by track entry time scale, so may need to - // be adjusted to match the animation speed. - /// - /// When using with a delay <= 0, note the - /// { is set using the mix duration from the , assuming time scale to be 1. If - /// the time scale is not 1, the delay may need to be adjusted. /// public float TimeScale { get { return timeScale; } set { timeScale = value; } } @@ -899,15 +890,14 @@ namespace Spine { /// In that case, the mixDuration must be set before is next called. /// /// When using with a - /// delay less than or equal to 0, note the is set using the mix duration from the , - /// not a mix duration set afterward. + /// delay less than or equal to 0, note the is set using the mix duration from the /// /// /// public float MixDuration { get { return mixDuration; } set { mixDuration = value; } } /// - /// 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. /// @@ -924,9 +914,9 @@ namespace Spine { /// /// 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. /// public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } } diff --git a/spine-csharp/src/ExposedList.cs b/spine-csharp/src/ExposedList.cs index 58a23226f..7a0d8f62b 100644 --- a/spine-csharp/src/ExposedList.cs +++ b/spine-csharp/src/ExposedList.cs @@ -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); diff --git a/spine-csharp/src/PathConstraint.cs b/spine-csharp/src/PathConstraint.cs index 4b7987f94..4187b5802 100644 --- a/spine-csharp/src/PathConstraint.cs +++ b/spine-csharp/src/PathConstraint.cs @@ -71,7 +71,7 @@ namespace Spine { public void Apply () { Update(); } - + public void Update () { PathAttachment attachment = target.Attachment as PathAttachment; if (attachment == null) return;