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.
This commit is contained in:
John 2015-12-25 23:11:34 +08:00
parent 22e283ac6c
commit f2e8340a24

View File

@ -113,7 +113,9 @@ namespace Spine {
} else {
float previousTime = previous.time;
if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
previous.animation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, events);
previous.animation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, null);
// Remove the line above, and uncomment the line below, to allow previous animations to fire events during mixing.
//previous.animation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, events);
previous.lastTime = previousTime;
float alpha = current.mixTime / current.mixDuration * current.mix;