Skip to content

Commit

Permalink
[csharp] Ported new fix for 0 timeScale not returning to setup pose. …
Browse files Browse the repository at this point in the history
…See #1194.
  • Loading branch information
badlogic committed Oct 30, 2018
1 parent 545ac27 commit a064d76
Showing 1 changed file with 18 additions and 15 deletions.
33 changes: 18 additions & 15 deletions spine-csharp/src/AnimationState.cs
Original file line number Diff line number Diff line change
Expand Up @@ -98,11 +98,11 @@ public void Update (float delta) {
float nextTime = current.trackLast - next.delay;
if (nextTime >= 0) {
next.delay = 0;
next.trackTime = nextTime + (delta * next.timeScale);
next.trackTime = (nextTime / current.timeScale + delta) * next.timeScale;
current.trackTime += currentDelta;
SetCurrent(i, next, true);
while (next.mixingFrom != null) {
next.mixTime += currentDelta;
next.mixTime += delta;
next = next.mixingFrom;
}
continue;
Expand Down Expand Up @@ -153,15 +153,8 @@ private bool UpdateMixingFrom (TrackEntry to, float delta) {
return finished;
}

// If to has 0 timeScale and is not the first entry, remove the mix and apply it one more time to return to the setup pose.
if (to.timeScale == 0 && to.mixingTo != null) {
to.timeScale = 1;
to.mixTime = 0;
to.mixDuration = 0;
}

from.trackTime += delta * from.timeScale;
to.mixTime += delta * to.timeScale;
to.mixTime += delta;
return false;
}

Expand Down Expand Up @@ -514,8 +507,10 @@ public TrackEntry AddAnimation (int trackIndex, string animationName, bool loop,
/// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary>
/// <param name="delay">
/// delay Seconds to begin this animation after the start of the previous animation. If &lt;= 0, uses the duration of the
/// previous track entry minus any mix duration plus the specified<code>delay</code>.If the previous entry is
/// looping, its next loop completion is used instead of the duration.
/// previous track entry minus any mix duration (from the <see cref="AnimationStateData"/>) plus the
/// specified<code>delay</code> (ie the mix ends at (<code>delay</code> = 0) or before (<code>delay</code> < 0) the previous
/// track entry duration). If the previous entry is looping, its next loop completion is used
/// instead of the duration.
/// </param>
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after <see cref="AnimationState.Dispose"/></returns>
Expand Down Expand Up @@ -782,7 +777,7 @@ public void Reset () {
///<summary>
/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
/// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
/// track entry will become the current track entry.</summary>
/// track entry will become the current track entry. <see cref="TrackEntry.TimeScale"/> affects the delay.</summary>
public float Delay { get { return delay; } set { delay = value; } }

/// <summary>
Expand Down Expand Up @@ -842,8 +837,15 @@ public float AnimationTime {
}

/// <summary>
/// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
/// Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower or
/// faster. Defaults to 1.
///
/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to
// be adjusted to match the animation speed.
///
/// When using <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"> with a <code>delay</code> <= 0, note the
/// {<see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref="AnimationStateData"/>, assuming time scale to be 1. If
/// the time scale is not 1, the delay may need to be adjusted.
/// </summary>
public float TimeScale { get { return timeScale; } set { timeScale = value; } }

Expand Down Expand Up @@ -897,7 +899,8 @@ public bool IsComplete {
/// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
/// <para>
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
/// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>
/// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>,
/// not a mix duration set afterward.
/// </para>
///
/// </summary>
Expand Down

0 comments on commit a064d76

Please sign in to comment.