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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge branch 'skin-bones' of https://github.com/EsotericSoftware/spine-runtimes into skin-bones
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commit
f8ea06048c
@ -29,10 +29,7 @@
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package com.esotericsoftware.spine;
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package com.esotericsoftware.spine;
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import static com.esotericsoftware.spine.Animation.RotateTimeline.ENTRIES;
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import static com.esotericsoftware.spine.Animation.RotateTimeline.*;
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import static com.esotericsoftware.spine.Animation.RotateTimeline.PREV_ROTATION;
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import static com.esotericsoftware.spine.Animation.RotateTimeline.PREV_TIME;
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import static com.esotericsoftware.spine.Animation.RotateTimeline.ROTATION;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.FloatArray;
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import com.badlogic.gdx.utils.FloatArray;
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@ -40,6 +37,7 @@ import com.badlogic.gdx.utils.IntArray;
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import com.badlogic.gdx.utils.IntSet;
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import com.badlogic.gdx.utils.IntSet;
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import com.badlogic.gdx.utils.Pool;
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import com.badlogic.gdx.utils.Pool;
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import com.badlogic.gdx.utils.Pool.Poolable;
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import com.badlogic.gdx.utils.Pool.Poolable;
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import com.esotericsoftware.spine.Animation.AttachmentTimeline;
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import com.esotericsoftware.spine.Animation.AttachmentTimeline;
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import com.esotericsoftware.spine.Animation.DrawOrderTimeline;
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import com.esotericsoftware.spine.Animation.DrawOrderTimeline;
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import com.esotericsoftware.spine.Animation.EventTimeline;
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import com.esotericsoftware.spine.Animation.EventTimeline;
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@ -1097,6 +1095,9 @@ public class AnimationState {
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/** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData
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/** Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData
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* {@link AnimationStateData#getMix(Animation, Animation)} based on the animation before this animation (if any).
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* {@link AnimationStateData#getMix(Animation, Animation)} based on the animation before this animation (if any).
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* <p>
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* <p>
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* A mix duration of 0 still mixes out over one frame to provide the track entry being mixed out a chance to revert the
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* properties it was animating.
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* <p>
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* The <code>mixDuration</code> can be set manually rather than use the value from
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* The <code>mixDuration</code> can be set manually rather than use the value from
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* {@link AnimationStateData#getMix(Animation, Animation)}. In that case, the <code>mixDuration</code> can be set for a new
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* {@link AnimationStateData#getMix(Animation, Animation)}. In that case, the <code>mixDuration</code> can be set for a new
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* track entry only before {@link AnimationState#update(float)} is first called.
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* track entry only before {@link AnimationState#update(float)} is first called.
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