diff --git a/spine-csharp/src/AnimationState.cs b/spine-csharp/src/AnimationState.cs
index 5e72650f6..a1432d6d1 100644
--- a/spine-csharp/src/AnimationState.cs
+++ b/spine-csharp/src/AnimationState.cs
@@ -157,7 +157,7 @@ namespace Spine {
}
///
- /// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
+ /// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
/// animation state can be applied to multiple skeletons to pose them identically.
public bool Apply (Skeleton skeleton) {
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
@@ -376,12 +376,12 @@ namespace Spine {
Event e = eventsItems[i];
if (e.time < animationStart) continue; // Discard events outside animation start/end.
queue.Event(entry, eventsItems[i]);
- }
+ }
}
///
- /// Removes all animations from all tracks, leaving skeletons in their previous pose.
- /// It may be desired to use to mix the skeletons back to the setup pose,
+ /// Removes all animations from all tracks, leaving skeletons in their previous pose.
+ /// It may be desired to use to mix the skeletons back to the setup pose,
/// rather than leaving them in their previous pose.
public void ClearTracks () {
bool oldDrainDisabled = queue.drainDisabled;
@@ -395,8 +395,8 @@ namespace Spine {
}
///
- /// Removes all animations from the tracks, leaving skeletons in their previous pose.
- /// It may be desired to use to mix the skeletons back to the setup pose,
+ /// Removes all animations from the tracks, leaving skeletons in their previous pose.
+ /// It may be desired to use to mix the skeletons back to the setup pose,
/// rather than leaving them in their previous pose.
public void ClearTrack (int trackIndex) {
if (trackIndex >= tracks.Count) return;
@@ -454,7 +454,7 @@ namespace Spine {
/// If false, it will not, instead its last frame is applied if played beyond its duration.
/// In either case determines when the track is cleared.
///
- /// A track entry to allow further customization of animation playback. References to the track entry must not be kept
+ /// A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after .
public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
@@ -493,7 +493,7 @@ namespace Spine {
/// Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
/// duration of the previous track minus any mix duration plus the negative delay.
///
- /// A track entry to allow further customization of animation playback. References to the track entry must not be kept
+ /// A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after
public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
@@ -513,9 +513,14 @@ namespace Spine {
last.next = entry;
if (delay <= 0) {
float duration = last.animationEnd - last.animationStart;
- if (duration != 0)
- delay += duration * (1 + (int)(last.trackTime / duration)) - data.GetMix(last.animation, animation);
- else
+ if (duration != 0) {
+ if (last.loop) {
+ delay += duration * (1 + (int)(last.trackTime / duration));
+ } else {
+ delay += duration;
+ }
+ delay -= data.GetMix(last.animation, animation);
+ } else
delay = 0;
}
}
@@ -534,14 +539,14 @@ namespace Spine {
}
///
- /// Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the
+ /// Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the
/// specified mix duration.
///
/// A track entry to allow further customization of animation playback. References to the track entry must not be kept after .
///
/// Track number.
/// Mix duration.
- /// Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
+ /// Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
/// duration of the previous track minus any mix duration plus the negative delay.
public TrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
if (delay <= 0) delay -= mixDuration;
@@ -567,7 +572,7 @@ namespace Spine {
private TrackEntry ExpandToIndex (int index) {
if (index < tracks.Count) return tracks.Items[index];
while (index >= tracks.Count)
- tracks.Add(null);
+ tracks.Add(null);
return null;
}
@@ -667,7 +672,7 @@ namespace Spine {
internal readonly ExposedList timelinesRotation = new ExposedList();
// IPoolable.Reset()
- public void Reset () {
+ public void Reset () {
next = null;
mixingFrom = null;
animation = null;
@@ -742,43 +747,43 @@ namespace Spine {
public bool Loop { get { return loop; } set { loop = value; } }
///
- /// 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
+ /// 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.
public float Delay { get { return delay; } set { delay = value; } }
///
- /// Current time in seconds this track entry has been the current track entry. The track time determines
+ /// Current time in seconds this track entry has been the current track entry. The track time determines
/// . The track time can be set to start the animation at a time other than 0, without affecting looping.
public float TrackTime { get { return trackTime; } set { trackTime = value; } }
///
- /// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
- /// non-looping animations and to for looping animations. If the track end time is reached and no
- /// other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation,
+ /// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
+ /// non-looping animations and to for looping animations. If the track end time is reached and no
+ /// other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation,
/// are set to the setup pose and the track is cleared.
- ///
- /// It may be desired to use to mix the properties back to the
+ ///
+ /// It may be desired to use to mix the properties back to the
/// setup pose over time, rather than have it happen instantly.
///
public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } }
///
/// Seconds when this animation starts, both initially and after looping. Defaults to 0.
- ///
- /// When changing the animation start time, it often makes sense to set to the same value to
+ ///
+ /// When changing the animation start time, it often makes sense to set to the same value to
/// prevent timeline keys before the start time from triggering.
///
public float AnimationStart { get { return animationStart; } set { animationStart = value; } }
///
- /// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
+ /// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
/// loop back to at this time. Defaults to the animation duration.
public float AnimationEnd { get { return animationEnd; } set { animationEnd = value; } }
///
/// The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
- /// animation is applied, event timelines will fire all events between the animation last time (exclusive) and animation time
+ /// animation is applied, event timelines will fire all events between the animation last time (exclusive) and animation time
/// (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation is applied.
public float AnimationLast {
get { return animationLast; }
@@ -804,34 +809,34 @@ namespace Spine {
}
///
- /// Multiplier for the delta time when the animation state is updated, causing time for this animation 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.
///
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
///
- /// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with
+ /// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with
/// this animation.
- ///
- /// Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
- /// to use alpha on track 0 if the skeleton pose is from the last frame render.
+ ///
+ /// Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
+ /// to use alpha on track 0 if the skeleton pose is from the last frame render.
///
public float Alpha { get { return alpha; } set { alpha = value; } }
///
- /// When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation
+ /// When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation
/// being mixed out will be applied. Defaults to 0, so event timelines are not applied for an animation being mixed out.
public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } }
///
- /// When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the
- /// animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being
+ /// When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the
+ /// animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being
/// mixed out.
public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } }
///
- /// When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the
- /// animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being
+ /// When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the
+ /// animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being
/// mixed out.
///
public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } }
@@ -847,26 +852,26 @@ namespace Spine {
}
///
- /// Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
+ /// Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
/// when the mix is complete.
public float MixTime { get { return mixTime; } set { mixTime = value; } }
///
- /// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
+ /// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
/// based on the animation before this animation (if any).
- ///
+ ///
/// The mix duration can be set manually rather than use the value from AnimationStateData.GetMix.
/// In that case, the mixDuration must be set before is next called.
///
- /// When using with a
+ /// When using with a
/// 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; } }
///
- /// The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
+ /// The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
/// mixing is currently occuring. When mixing from multiple animations, MixingFrom makes up a linked list.
public TrackEntry MixingFrom { get { return mixingFrom; } }
@@ -880,11 +885,11 @@ namespace Spine {
internal void OnEvent (Event e) { if (Event != null) Event(this, e); }
///
- /// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
- /// long way around when using and starting animations on other tracks.
- ///
- /// Mixing involves finding a rotation between two others, which has two possible solutions: the short way or the long way around.
- /// The two rotations likely change over time, so which direction is the short or long way also changes.
+ /// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
+ /// long way around when using and starting animations on other tracks.
+ ///
+ /// Mixing involves finding a rotation between two others, which has two possible solutions: the short way or the long way around.
+ /// The two rotations likely change over time, so which direction is the short or long way also changes.
/// If the short way was always chosen, bones would flip to the other side when that direction became the long way.
/// TrackEntry chooses the short way the first time it is applied and remembers that direction.
public void ResetRotationDirections () {