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synced 2025-12-21 01:36:02 +08:00
Fixed clearing tracks in event callbacks.
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@ -91,7 +91,7 @@ namespace Spine {
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public void Apply (Skeleton skeleton) {
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List<Event> events = this.events;
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for (int i = 0, n = tracks.Count; i < n; i++) {
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for (int i = 0; i < tracks.Count; i++) {
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TrackEntry current = tracks[i];
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if (current == null) continue;
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@ -305,5 +305,9 @@ namespace Spine {
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internal void OnComplete (AnimationState state, int index, int loopCount) {
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if (Complete != null) Complete(state, new CompleteArgs(index, loopCount));
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}
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override public String ToString () {
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return animation == null ? "<none>" : animation.name;
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}
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}
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}
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@ -88,7 +88,7 @@ public class AnimationState {
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Array<Event> events = this.events;
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int listenerCount = listeners.size;
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for (int i = 0, n = tracks.size; i < n; i++) {
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for (int i = 0; i < tracks.size; i++) {
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TrackEntry current = tracks.get(i);
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if (current == null) continue;
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@ -33,8 +33,6 @@
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package com.esotericsoftware.spine;
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// BOZO - Event values don't seem to key properly.
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import com.esotericsoftware.spine.Animation.AttachmentTimeline;
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import com.esotericsoftware.spine.Animation.ColorTimeline;
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import com.esotericsoftware.spine.Animation.CurveTimeline;
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