Bone timelines do nothing if their bone is not active.

This commit is contained in:
NathanSweet 2019-05-06 14:56:30 +02:00
parent 7ee57dc46f
commit b3c2170ed2
2 changed files with 5 additions and 0 deletions

View File

@ -349,6 +349,7 @@ public class Animation {
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.visible) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
@ -446,6 +447,7 @@ public class Animation {
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.visible) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
@ -507,6 +509,7 @@ public class Animation {
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.visible) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {
@ -609,6 +612,7 @@ public class Animation {
MixDirection direction) {
Bone bone = skeleton.bones.get(boneIndex);
if (!bone.visible) return;
float[] frames = this.frames;
if (time < frames[0]) { // Time is before first frame.
switch (blend) {

View File

@ -348,6 +348,7 @@ public class AnimationState {
}
Bone bone = skeleton.bones.get(timeline.boneIndex);
if (!bone.visible) return;
float[] frames = timeline.frames;
float r1, r2;
if (time < frames[0]) { // Time is before first frame.