[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

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@ -507,10 +507,8 @@ namespace Spine {
/// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary> /// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary>
/// <param name="delay"> /// <param name="delay">
/// delay Seconds to begin this animation after the start of the previous animation. If &lt;= 0, uses the duration of the /// 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 /// previous track entry minus any mix duration plus the specified<code>delay</code>.If the previous entry is
/// specified<code>delay</code> (ie the mix ends at (<code>delay</code> = 0) or before (<code>delay</code> < 0) the previous /// looping, its next loop completion is used instead of the duration.
/// track entry duration). If the previous entry is looping, its next loop completion is used
/// instead of the duration.
/// </param> /// </param>
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept /// <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> /// after <see cref="AnimationState.Dispose"/></returns>
@ -777,7 +775,7 @@ namespace Spine {
///<summary> ///<summary>
/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing /// 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 /// 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; } } public float Delay { get { return delay; } set { delay = value; } }
/// <summary> /// <summary>
@ -837,15 +835,8 @@ namespace Spine {
} }
/// <summary> /// <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. /// 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> /// </summary>
public float TimeScale { get { return timeScale; } set { timeScale = value; } } public float TimeScale { get { return timeScale; } set { timeScale = value; } }
@ -899,8 +890,7 @@ namespace Spine {
/// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called. /// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
/// <para> /// <para>
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a /// 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"/>, /// <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.
/// </para> /// </para>
/// ///
/// </summary> /// </summary>

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@ -82,8 +82,8 @@ namespace Spine {
version++; version++;
} }
public void GrowIfNeeded (int newCount) { public void GrowIfNeeded (int addedCount) {
int minimumSize = Count + newCount; int minimumSize = Count + addedCount;
if (minimumSize > Items.Length) if (minimumSize > Items.Length)
Capacity = Math.Max(Math.Max(Capacity * 2, DefaultCapacity), minimumSize); Capacity = Math.Max(Math.Max(Capacity * 2, DefaultCapacity), minimumSize);
} }