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[csharp] Fix for #1064, delay was calculated incorrectly for non-loop previous track entries.
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@ -157,7 +157,7 @@ namespace Spine {
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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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/// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
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/// animation state can be applied to multiple skeletons to pose them identically.</summary>
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public bool Apply (Skeleton skeleton) {
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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@ -376,12 +376,12 @@ namespace Spine {
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Event e = eventsItems[i];
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if (e.time < animationStart) continue; // Discard events outside animation start/end.
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queue.Event(entry, eventsItems[i]);
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}
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}
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}
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/// <summary>
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/// Removes all animations from all tracks, leaving skeletons in their previous pose.
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/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
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/// Removes all animations from all tracks, leaving skeletons in their previous pose.
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/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
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/// rather than leaving them in their previous pose.</summary>
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public void ClearTracks () {
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bool oldDrainDisabled = queue.drainDisabled;
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@ -395,8 +395,8 @@ namespace Spine {
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}
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/// <summary>
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/// Removes all animations from the tracks, leaving skeletons in their previous pose.
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/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
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/// Removes all animations from the tracks, leaving skeletons in their previous pose.
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/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
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/// rather than leaving them in their previous pose.</summary>
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public void ClearTrack (int trackIndex) {
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if (trackIndex >= tracks.Count) return;
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@ -454,7 +454,7 @@ namespace Spine {
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/// If false, it will not, instead its last frame is applied if played beyond its duration.
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/// In either case <see cref="TrackEntry.TrackEnd"/> determines when the track is cleared. </param>
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/// <returns>
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/// A track entry to allow further customization of animation playback. References to the track entry must not be kept
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/// A track entry to allow further customization of animation playback. References to the track entry must not be kept
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/// after <see cref="AnimationState.Dispose"/>.</returns>
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public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
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if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
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@ -493,7 +493,7 @@ namespace Spine {
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/// Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
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/// duration of the previous track minus any mix duration plus the negative delay.
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/// </param>
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/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
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/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
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/// after <see cref="AnimationState.Dispose"/></returns>
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public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
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if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
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@ -513,9 +513,14 @@ namespace Spine {
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last.next = entry;
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if (delay <= 0) {
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float duration = last.animationEnd - last.animationStart;
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if (duration != 0)
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delay += duration * (1 + (int)(last.trackTime / duration)) - data.GetMix(last.animation, animation);
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else
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if (duration != 0) {
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if (last.loop) {
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delay += duration * (1 + (int)(last.trackTime / duration));
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} else {
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delay += duration;
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}
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delay -= data.GetMix(last.animation, animation);
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} else
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delay = 0;
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}
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}
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@ -534,14 +539,14 @@ namespace Spine {
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}
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/// <summary>
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/// Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the
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/// Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the
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/// specified mix duration.</summary>
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/// <returns>
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/// A track entry to allow further customization of animation playback. References to the track entry must not be kept after <see cref="AnimationState.Dispose"/>.
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/// </returns>
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/// <param name="trackIndex">Track number.</param>
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/// <param name="mixDuration">Mix duration.</param>
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/// <param name="delay">Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
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/// <param name="delay">Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
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/// duration of the previous track minus any mix duration plus the negative delay.</param>
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public TrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
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if (delay <= 0) delay -= mixDuration;
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@ -567,7 +572,7 @@ namespace Spine {
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private TrackEntry ExpandToIndex (int index) {
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if (index < tracks.Count) return tracks.Items[index];
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while (index >= tracks.Count)
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tracks.Add(null);
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tracks.Add(null);
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return null;
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}
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@ -667,7 +672,7 @@ namespace Spine {
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internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
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// IPoolable.Reset()
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public void Reset () {
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public void Reset () {
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next = null;
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mixingFrom = null;
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animation = null;
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@ -742,43 +747,43 @@ namespace Spine {
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public bool Loop { get { return loop; } set { loop = value; } }
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///<summary>
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/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
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/// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
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/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
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/// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
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/// track entry will become the current track entry.</summary>
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public float Delay { get { return delay; } set { delay = value; } }
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/// <summary>
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/// Current time in seconds this track entry has been the current track entry. The track time determines
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/// Current time in seconds this track entry has been the current track entry. The track time determines
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/// <see cref="TrackEntry.AnimationTime"/>. The track time can be set to start the animation at a time other than 0, without affecting looping.</summary>
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public float TrackTime { get { return trackTime; } set { trackTime = value; } }
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/// <summary>
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/// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
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/// non-looping animations and to <see cref="int.MaxValue"/> for looping animations. If the track end time is reached and no
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/// other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation,
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/// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
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/// non-looping animations and to <see cref="int.MaxValue"/> for looping animations. If the track end time is reached and no
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/// other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation,
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/// are set to the setup pose and the track is cleared.
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///
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/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> to mix the properties back to the
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///
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/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> to mix the properties back to the
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/// setup pose over time, rather than have it happen instantly.
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/// </summary>
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public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } }
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/// <summary>
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/// Seconds when this animation starts, both initially and after looping. Defaults to 0.
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///
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/// When changing the animation start time, it often makes sense to set <see cref="TrackEntry.AnimationLast"/> to the same value to
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///
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/// When changing the animation start time, it often makes sense to set <see cref="TrackEntry.AnimationLast"/> to the same value to
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/// prevent timeline keys before the start time from triggering.
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/// </summary>
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public float AnimationStart { get { return animationStart; } set { animationStart = value; } }
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/// <summary>
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/// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
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/// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
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/// loop back to <see cref="TrackEntry.AnimationStart"/> at this time. Defaults to the animation duration.</summary>
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public float AnimationEnd { get { return animationEnd; } set { animationEnd = value; } }
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/// <summary>
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/// The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
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/// animation is applied, event timelines will fire all events between the animation last time (exclusive) and animation time
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/// animation is applied, event timelines will fire all events between the animation last time (exclusive) and animation time
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/// (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation is applied.</summary>
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public float AnimationLast {
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get { return animationLast; }
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@ -804,34 +809,34 @@ namespace Spine {
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}
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/// <summary>
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/// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
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/// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
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/// faster. Defaults to 1.
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/// </summary>
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public float TimeScale { get { return timeScale; } set { timeScale = value; } }
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/// <summary>
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/// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with
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/// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with
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/// this animation.
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///
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/// Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
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/// to use alpha on track 0 if the skeleton pose is from the last frame render.
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///
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/// Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
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/// to use alpha on track 0 if the skeleton pose is from the last frame render.
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/// </summary>
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public float Alpha { get { return alpha; } set { alpha = value; } }
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/// <summary>
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/// When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation
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/// When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation
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/// being mixed out will be applied. Defaults to 0, so event timelines are not applied for an animation being mixed out.</summary>
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public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } }
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/// <summary>
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/// When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the
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/// animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being
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/// When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the
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/// animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being
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/// mixed out.</summary>
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public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } }
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/// <summary>
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/// When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the
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/// animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being
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/// When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the
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/// animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being
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/// mixed out.
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/// </summary>
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public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } }
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@ -847,26 +852,26 @@ namespace Spine {
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}
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/// <summary>
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/// Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
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/// Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
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/// <see cref="TrackEntry.MixDuration"/> when the mix is complete.</summary>
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public float MixTime { get { return mixTime; } set { mixTime = value; } }
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/// <summary>
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/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
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/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
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/// <see cref="AnimationStateData"/> based on the animation before this animation (if any).
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///
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///
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/// The mix duration can be set manually rather than use the value from AnimationStateData.GetMix.
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/// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
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/// <para>
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/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
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/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
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/// <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"/>
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/// </para>
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///
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///
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/// </summary>
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public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
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/// <summary>
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/// The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
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/// The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
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/// mixing is currently occuring. When mixing from multiple animations, MixingFrom makes up a linked list.</summary>
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public TrackEntry MixingFrom { get { return mixingFrom; } }
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@ -880,11 +885,11 @@ namespace Spine {
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internal void OnEvent (Event e) { if (Event != null) Event(this, e); }
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/// <summary>
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/// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
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/// long way around when using <see cref="alpha"/> and starting animations on other tracks.
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///
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/// Mixing involves finding a rotation between two others, which has two possible solutions: the short way or the long way around.
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/// The two rotations likely change over time, so which direction is the short or long way also changes.
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/// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
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/// long way around when using <see cref="alpha"/> and starting animations on other tracks.
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///
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/// Mixing involves finding a rotation between two others, which has two possible solutions: the short way or the long way around.
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/// The two rotations likely change over time, so which direction is the short or long way also changes.
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/// If the short way was always chosen, bones would flip to the other side when that direction became the long way.
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/// TrackEntry chooses the short way the first time it is applied and remembers that direction.</summary>
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public void ResetRotationDirections () {
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