mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
parent
d19a4b22db
commit
c1353efdd3
@ -136,7 +136,7 @@ namespace Spine {
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from.trackTime += delta * from.timeScale;
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entry.mixTime += delta * entry.timeScale;
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}
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/// <summary>
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/// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
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@ -242,6 +242,9 @@ namespace Spine {
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static private void ApplyRotateTimeline (RotateTimeline rotateTimeline, Skeleton skeleton, float time, float alpha, bool setupPose,
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float[] timelinesRotation, int i, bool firstFrame) {
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if (firstFrame) timelinesRotation[i] = 0;
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if (alpha == 1) {
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rotateTimeline.Apply(skeleton, 0, time, null, 1, setupPose, false);
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return;
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@ -275,11 +278,7 @@ namespace Spine {
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float r1 = setupPose ? bone.data.rotation : bone.rotation;
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float total, diff = r2 - r1;
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if (diff == 0) {
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if (firstFrame) {
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timelinesRotation[i] = 0;
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total = 0;
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} else
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total = timelinesRotation[i];
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total = timelinesRotation[i];
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} else {
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diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
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float lastTotal, lastDiff;
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@ -505,7 +504,7 @@ namespace Spine {
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entry.trackEnd = mixDuration;
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return entry;
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}
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/// <summary>
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/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.</summary>
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public void SetEmptyAnimations (float mixDuration) {
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