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Optional fix code for events during mixing
To maintain consistency across runtimes, this fix code is commented out. To use it, remove the old line and uncomment the fix line.
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@ -113,7 +113,9 @@ namespace Spine {
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} else {
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float previousTime = previous.time;
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if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
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previous.animation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, events);
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previous.animation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, null);
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// Remove the line above, and uncomment the line below, to allow previous animations to fire events during mixing.
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//previous.animation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, events);
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previous.lastTime = previousTime;
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float alpha = current.mixTime / current.mixDuration * current.mix;
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