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[unity] Fixed Spine Timeline not ending at clip end when last clip on track. Restores behaviour as named and documented. Closes #2318.

Harald Csaszar 2 лет назад
Родитель
Сommit
76d220b3d1

+ 2 - 1
spine-unity/Modules/com.esotericsoftware.spine.timeline/Runtime/SpineAnimationState/SpineAnimationStateMixerBehaviour.cs

@@ -68,7 +68,8 @@ namespace Spine.Unity.Playables {
 		}
 
 		public override void OnGraphStop (Playable playable) {
-			if (!isPaused && endAtClipEnd)
+			bool isStoppedNotPaused = playable.GetGraph().IsPlaying(); // end of track was reached or graph stopped.
+			if (isStoppedNotPaused && endAtClipEnd)
 				HandleClipEnd();
 		}
 

+ 1 - 1
spine-unity/Modules/com.esotericsoftware.spine.timeline/package.json

@@ -2,7 +2,7 @@
 	"name": "com.esotericsoftware.spine.timeline",
 	"displayName": "Spine Timeline Extensions",
 	"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity and spine-csharp runtimes as UPM packages (not as spine-unity unitypackage), version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
-	"version": "4.1.11",
+	"version": "4.1.12",
 	"unity": "2018.3",
 	"author": {
 		"name": "Esoteric Software",