From e4ee88574fce4fc0d4ac8c2a0b9766e7797911bf Mon Sep 17 00:00:00 2001 From: NathanSweet Date: Fri, 22 Sep 2017 14:24:42 +0200 Subject: [PATCH] [libgdx] Better Skeleton#setSkin javadocs. --- .../spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java index 92ee2c721..b48ecb390 100644 --- a/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java +++ b/spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/Skeleton.java @@ -457,6 +457,10 @@ public class Skeleton { *

* Attachments from the new skin are attached if the corresponding attachment from the old skin was attached. If there was no * old skin, each slot's setup mode attachment is attached from the new skin. + *

+ * After changing the skin, the visible attachments can be reset to those attached in the setup pose by calling + * {@link #setSlotsToSetupPose()}. Also, often {@link AnimationState#apply(Skeleton)} is called before the next time the + * skeleton is rendered to allow any attachment keys in the current animation(s) to hide or show attachments from the new skin. * @param newSkin May be null. */ public void setSkin (Skin newSkin) { if (newSkin != null) {