[csharp] Fix for #1064, delay was calculated incorrectly for non-loop previous track entries.

This commit is contained in:
badlogic 2018-01-12 11:18:54 +01:00
parent 095424ee98
commit d029d19a3e

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@ -157,7 +157,7 @@ namespace Spine {
}
/// <summary>
/// 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.</summary>
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]);
}
}
}
/// <summary>
/// Removes all animations from all tracks, leaving skeletons in their previous pose.
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> 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 <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
/// rather than leaving them in their previous pose.</summary>
public void ClearTracks () {
bool oldDrainDisabled = queue.drainDisabled;
@ -395,8 +395,8 @@ namespace Spine {
}
/// <summary>
/// Removes all animations from the tracks, leaving skeletons in their previous pose.
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> 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 <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
/// rather than leaving them in their previous pose.</summary>
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 <see cref="TrackEntry.TrackEnd"/> determines when the track is cleared. </param>
/// <returns>
/// 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 <see cref="AnimationState.Dispose"/>.</returns>
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 &lt;= 0 to use the animation
/// duration of the previous track minus any mix duration plus the negative delay.
/// </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>
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 {
}
/// <summary>
/// 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.</summary>
/// <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>
/// <param name="trackIndex">Track number.</param>
/// <param name="mixDuration">Mix duration.</param>
/// <param name="delay">Seconds to begin this animation after the start of the previous animation. May be &lt;= 0 to use the animation
/// <param name="delay">Seconds to begin this animation after the start of the previous animation. May be &lt;= 0 to use the animation
/// duration of the previous track minus any mix duration plus the negative delay.</param>
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<float> timelinesRotation = new ExposedList<float>();
// 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; } }
///<summary>
/// 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.</summary>
public float Delay { get { return delay; } set { delay = value; } }
/// <summary>
/// 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
/// <see cref="TrackEntry.AnimationTime"/>. The track time can be set to start the animation at a time other than 0, without affecting looping.</summary>
public float TrackTime { get { return trackTime; } set { trackTime = value; } }
/// <summary>
/// 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 <see cref="int.MaxValue"/> 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 <see cref="int.MaxValue"/> 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 <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> to mix the properties back to the
///
/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> to mix the properties back to the
/// setup pose over time, rather than have it happen instantly.
/// </summary>
public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } }
/// <summary>
/// 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 <see cref="TrackEntry.AnimationLast"/> to the same value to
///
/// When changing the animation start time, it often makes sense to set <see cref="TrackEntry.AnimationLast"/> to the same value to
/// prevent timeline keys before the start time from triggering.
/// </summary>
public float AnimationStart { get { return animationStart; } set { animationStart = value; } }
/// <summary>
/// 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 <see cref="TrackEntry.AnimationStart"/> at this time. Defaults to the animation duration.</summary>
public float AnimationEnd { get { return animationEnd; } set { animationEnd = value; } }
/// <summary>
/// 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.</summary>
public float AnimationLast {
get { return animationLast; }
@ -804,34 +809,34 @@ namespace Spine {
}
/// <summary>
/// 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.
/// </summary>
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
/// <summary>
/// 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.
/// </summary>
public float Alpha { get { return alpha; } set { alpha = value; } }
/// <summary>
/// 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.</summary>
public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } }
/// <summary>
/// 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.</summary>
public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } }
/// <summary>
/// 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.
/// </summary>
public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } }
@ -847,26 +852,26 @@ namespace Spine {
}
/// <summary>
/// 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
/// <see cref="TrackEntry.MixDuration"/> when the mix is complete.</summary>
public float MixTime { get { return mixTime; } set { mixTime = value; } }
/// <summary>
/// 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
/// <see cref="AnimationStateData"/> 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 <see cref="AnimationState.Update(float)"/> is next called.
/// <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"/>
/// </para>
///
///
/// </summary>
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
/// <summary>
/// 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.</summary>
public TrackEntry MixingFrom { get { return mixingFrom; } }
@ -880,11 +885,11 @@ namespace Spine {
internal void OnEvent (Event e) { if (Event != null) Event(this, e); }
/// <summary>
/// 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 <see cref="alpha"/> 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 <see cref="alpha"/> 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.</summary>
public void ResetRotationDirections () {