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@@ -63,13 +63,8 @@ public class Animation {
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this.duration = duration;
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}
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- /** Poses the skeleton at the specified time for this animation mixed with the current or setup pose.
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- * @param lastTime The last time the animation was applied.
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- * @param events Any triggered events are added. May be null.
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- * @param alpha The percentage between this animation's pose and the current pose.
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- * @param setupPose If true, the animation is mixed with the setup pose, else it is mixed with the current pose. Passing true
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- * when alpha is 1 is slightly more efficient.
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- * @param mixingOut True when mixing over time toward the setup or current pose, false when mixing toward the keyed pose. */
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+ /** Applies all the animation's timelines to the specified skeleton.
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+ * @see Timeline#apply(Skeleton, float, float, Array, float, boolean, boolean) */
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public void apply (Skeleton skeleton, float lastTime, float time, boolean loop, Array<Event> events, float alpha,
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boolean setupPose, boolean mixingOut) {
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if (skeleton == null) throw new IllegalArgumentException("skeleton cannot be null.");
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@@ -380,8 +375,8 @@ public class Animation {
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bone.x = bone.data.x + x * alpha;
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bone.y = bone.data.y + y * alpha;
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} else {
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- bone.x += bone.data.x + (x - bone.x) * alpha;
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- bone.y += bone.data.y + (y - bone.y) * alpha;
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+ bone.x += (bone.data.x + x - bone.x) * alpha;
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+ bone.y += (bone.data.y + y - bone.y) * alpha;
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}
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}
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}
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