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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-10 17:18:44 +08:00
Added support for AnimationState to play backward.
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@ -217,12 +217,17 @@ public class AnimationState {
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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.getAnimationTime();
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float animationLast = current.animationLast, animationTime = current.getAnimationTime(), applyTime = animationTime;
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Array<Event> applyEvents = events;
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if (current.reverse) {
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applyTime = current.animation.duration - applyTime;
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applyEvents = null;
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}
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int timelineCount = current.animation.timelines.size;
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Object[] timelines = current.animation.timelines.items;
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if ((i == 0 && mix == 1) || blend == MixBlend.add) {
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for (int ii = 0; ii < timelineCount; ii++)
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((Timeline)timelines[ii]).apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.in);
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((Timeline)timelines[ii]).apply(skeleton, animationLast, applyTime, applyEvents, mix, blend, MixDirection.in);
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} else {
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int[] timelineMode = current.timelineMode.items;
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@ -234,10 +239,10 @@ public class AnimationState {
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Timeline timeline = (Timeline)timelines[ii];
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MixBlend timelineBlend = (timelineMode[ii] & NOT_LAST - 1) == SUBSEQUENT ? blend : MixBlend.setup;
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if (timeline instanceof RotateTimeline) {
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applyRotateTimeline((RotateTimeline)timeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation,
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applyRotateTimeline((RotateTimeline)timeline, skeleton, applyTime, mix, timelineBlend, timelinesRotation,
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ii << 1, firstFrame);
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} else
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timeline.apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, MixDirection.in);
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timeline.apply(skeleton, animationLast, applyTime, applyEvents, mix, timelineBlend, MixDirection.in);
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}
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}
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queueEvents(current, animationTime);
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@ -264,16 +269,21 @@ public class AnimationState {
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if (blend != MixBlend.first) blend = from.mixBlend; // Track 0 ignores track mix blend.
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}
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Array<Event> events = mix < from.eventThreshold ? this.events : null;
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boolean attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
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float animationLast = from.animationLast, animationTime = from.getAnimationTime();
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int timelineCount = from.animation.timelines.size;
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Object[] timelines = from.animation.timelines.items;
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float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
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float animationLast = from.animationLast, animationTime = from.getAnimationTime(), applyTime = animationTime;
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Array<Event> events = null;
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if (from.reverse)
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applyTime = from.animation.duration - applyTime;
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else {
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if (mix < from.eventThreshold) events = this.events;
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}
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if (blend == MixBlend.add) {
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for (int i = 0; i < timelineCount; i++)
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((Timeline)timelines[i]).apply(skeleton, animationLast, animationTime, events, alphaMix, blend, MixDirection.out);
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((Timeline)timelines[i]).apply(skeleton, animationLast, applyTime, events, alphaMix, blend, MixDirection.out);
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} else {
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int[] timelineMode = from.timelineMode.items;
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Object[] timelineHoldMix = from.timelineHoldMix.items;
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@ -314,8 +324,8 @@ public class AnimationState {
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}
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from.totalAlpha += alpha;
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if (timeline instanceof RotateTimeline) {
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applyRotateTimeline((RotateTimeline)timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation,
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i << 1, firstFrame);
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applyRotateTimeline((RotateTimeline)timeline, skeleton, applyTime, alpha, timelineBlend, timelinesRotation, i << 1,
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firstFrame);
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} else {
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if (timelineBlend == MixBlend.setup) {
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if (timeline instanceof AttachmentTimeline) {
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@ -324,7 +334,7 @@ public class AnimationState {
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if (drawOrder) direction = MixDirection.in;
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}
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}
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timeline.apply(skeleton, animationLast, animationTime, events, alpha, timelineBlend, direction);
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timeline.apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction);
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}
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}
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}
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@ -838,7 +848,7 @@ public class AnimationState {
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TrackEntry next, mixingFrom, mixingTo;
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AnimationStateListener listener;
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int trackIndex;
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boolean loop, holdPrevious;
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boolean loop, holdPrevious, reverse;
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float eventThreshold, attachmentThreshold, drawOrderThreshold;
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float animationStart, animationEnd, animationLast, nextAnimationLast;
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float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale;
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@ -977,6 +987,8 @@ public class AnimationState {
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/** Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
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* faster. Defaults to 1.
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* <p>
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* Values < 0 are not supported. To play an animation in reverse, use {@link #getReverse()}.
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* <p>
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* {@link #getMixTime()} is not affected by track entry time scale, so {@link #getMixDuration()} may need to be adjusted to
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* match the animation speed.
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* <p>
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@ -1152,6 +1164,15 @@ public class AnimationState {
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timelinesRotation.clear();
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}
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public void setReverse (boolean reverse) {
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this.reverse = reverse;
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}
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/** If true, the animation will be applied in reverse. Events are not fired when an animation is applied in reverse. */
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public boolean getReverse () {
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return reverse;
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}
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public String toString () {
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return animation == null ? "<none>" : animation.name;
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}
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