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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-13 02:28:44 +08:00
Don't clear FFD if before first FFD key in animation.
Didn't make any sense. Any existing FFD should remain until time passes a key.
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@ -57,10 +57,7 @@ public class FfdTimeline extends CurveTimeline {
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if (slot.attachment != attachment) return;
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var frames:Vector.<Number> = this.frames;
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if (time < frames[0]) {
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slot.attachmentVertices.length = 0;
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return; // Time is before first frame.
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}
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if (time < frames[0]) return; // Time is before first frame.
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var frameVertices:Vector.<Vector.<Number>> = this.frameVertices;
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var vertexCount:int = frameVertices[0].length;
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@ -659,10 +659,7 @@ void _spFFDTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton, flo
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spSlot *slot = skeleton->slots[self->slotIndex];
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if (slot->attachment != self->attachment) return;
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if (time < self->frames[0]) {
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slot->attachmentVerticesCount = 0;
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return; /* Time is before first frame. */
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}
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if (time < self->frames[0]) return; /* Time is before first frame. */
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if (slot->attachmentVerticesCount < self->frameVerticesCount) {
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if (slot->attachmentVerticesCapacity < self->frameVerticesCount) {
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@ -571,10 +571,7 @@ namespace Spine {
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if (slot.attachment != attachment) return;
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float[] frames = this.frames;
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if (time < frames[0]) {
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slot.attachmentVerticesCount = 0;
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return; // Time is before first frame.
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}
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if (time < frames[0]) return; // Time is before first frame.
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float[][] frameVertices = this.frameVertices;
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int vertexCount = frameVertices[0].Length;
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@ -774,10 +774,7 @@ spine.FfdTimeline.prototype = {
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if (slot.attachment != attachment) return;
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var frames = this.frames;
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if (time < frames[0]) {
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slot.attachmentVertices.length = 0;
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return; // Time is before first frame.
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}
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if (time < frames[0]) return; // Time is before first frame.
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var frameVertices = this.frameVertices;
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var vertexCount = frameVertices[0].length;
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