[haxe] Fix AnimationState complete event bad porting from 88b009c

This commit is contained in:
Davide Tantillo 2024-06-03 11:00:44 +02:00
parent 8e20a5e02b
commit ed75b2eb61
2 changed files with 2 additions and 2 deletions

View File

@ -465,7 +465,7 @@ class AnimationState {
complete = true;
else {
var cycles:Float = Math.floor(entry.trackTime / duration);
complete = cycles > 0 && cycles > Math.floor(entry.trackTime / duration);
complete = cycles > 0 && cycles > Math.floor(entry.trackLast / duration);
}
} else
complete = animationTime >= animationEnd && entry.animationLast < animationEnd;

View File

@ -327,7 +327,7 @@ class SkeletonSprite extends DisplayObject implements IAnimatable {
var steps = 100, time = 0.;
var stepTime = animation.duration != 0 ? animation.duration / steps : 0;
var minX = 100000000., maxX = -100000000., minY = 100000000., maxY = -100000000.;
var bound:lime.math.Rectangle;
for (i in 0...steps) {
animation.apply(_skeleton, time , time, false, [], 1, MixBlend.setup, MixDirection.mixIn);