|
@@ -215,7 +215,7 @@ namespace Spine {
|
|
float alpha = from.alpha * entry.mixAlpha * (1 - mix);
|
|
float alpha = from.alpha * entry.mixAlpha * (1 - mix);
|
|
|
|
|
|
bool firstFrame = entry.timelinesRotation.Count == 0;
|
|
bool firstFrame = entry.timelinesRotation.Count == 0;
|
|
- if (firstFrame) entry.timelinesRotation.Capacity = timelineCount << 1;
|
|
|
|
|
|
+ if (firstFrame) entry.timelinesRotation.EnsureCapacity(timelines.Count << 1);
|
|
var timelinesRotation = entry.timelinesRotation.Items;
|
|
var timelinesRotation = entry.timelinesRotation.Items;
|
|
|
|
|
|
for (int i = 0; i < timelineCount; i++) {
|
|
for (int i = 0; i < timelineCount; i++) {
|
|
@@ -389,7 +389,7 @@ namespace Spine {
|
|
from.timelinesRotation.Clear();
|
|
from.timelinesRotation.Clear();
|
|
|
|
|
|
// If not completely mixed in, set mixAlpha so mixing out happens from current mix to zero.
|
|
// If not completely mixed in, set mixAlpha so mixing out happens from current mix to zero.
|
|
- if (from.mixingFrom != null) from.mixAlpha *= Math.Min(from.mixTime / from.mixDuration, 1);
|
|
|
|
|
|
+ if (from.mixingFrom != null && from.mixDuration > 0) current.mixAlpha *= Math.Min(from.mixTime / from.mixDuration, 1);
|
|
}
|
|
}
|
|
|
|
|
|
queue.Start(current);
|
|
queue.Start(current);
|