|
@@ -424,10 +424,10 @@ public class AnimationState {
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
- /** Removes all animations from all tracks, leaving skeletons in their previous pose.
|
|
|
|
|
|
+ /** Removes all animations from all tracks, leaving skeletons in their current pose.
|
|
* <p>
|
|
* <p>
|
|
* It may be desired to use {@link AnimationState#setEmptyAnimations(float)} to mix the skeletons back to the setup pose,
|
|
* It may be desired to use {@link AnimationState#setEmptyAnimations(float)} to mix the skeletons back to the setup pose,
|
|
- * rather than leaving them in their previous pose. */
|
|
|
|
|
|
+ * rather than leaving them in their current pose. */
|
|
public void clearTracks () {
|
|
public void clearTracks () {
|
|
boolean oldDrainDisabled = queue.drainDisabled;
|
|
boolean oldDrainDisabled = queue.drainDisabled;
|
|
queue.drainDisabled = true;
|
|
queue.drainDisabled = true;
|
|
@@ -438,10 +438,10 @@ public class AnimationState {
|
|
queue.drain();
|
|
queue.drain();
|
|
}
|
|
}
|
|
|
|
|
|
- /** Removes all animations from the track, leaving skeletons in their previous pose.
|
|
|
|
|
|
+ /** Removes all animations from the track, leaving skeletons in their current pose.
|
|
* <p>
|
|
* <p>
|
|
* It may be desired to use {@link AnimationState#setEmptyAnimation(int, float)} to mix the skeletons back to the setup pose,
|
|
* It may be desired to use {@link AnimationState#setEmptyAnimation(int, float)} to mix the skeletons back to the setup pose,
|
|
- * rather than leaving them in their previous pose. */
|
|
|
|
|
|
+ * rather than leaving them in their current pose. */
|
|
public void clearTrack (int trackIndex) {
|
|
public void clearTrack (int trackIndex) {
|
|
if (trackIndex >= tracks.size) return;
|
|
if (trackIndex >= tracks.size) return;
|
|
TrackEntry current = tracks.get(trackIndex);
|
|
TrackEntry current = tracks.get(trackIndex);
|
|
@@ -973,11 +973,11 @@ public class AnimationState {
|
|
this.listener = listener;
|
|
this.listener = listener;
|
|
}
|
|
}
|
|
|
|
|
|
- /** Values < 1 mix this animation with the setup pose or the skeleton's previous pose. Defaults to 1, which overwrites the
|
|
|
|
- * skeleton's previous pose with this animation.
|
|
|
|
|
|
+ /** Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults
|
|
|
|
+ * to 1, which overwrites the skeleton's current pose with this animation.
|
|
* <p>
|
|
* <p>
|
|
- * Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
|
|
|
|
- * to use alpha on track 0 if the skeleton pose is from the last frame render. */
|
|
|
|
|
|
+ * Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to
|
|
|
|
+ * use alpha on track 0 if the skeleton pose is from the last frame render. */
|
|
public float getAlpha () {
|
|
public float getAlpha () {
|
|
return alpha;
|
|
return alpha;
|
|
}
|
|
}
|
|
@@ -987,7 +987,7 @@ public class AnimationState {
|
|
}
|
|
}
|
|
|
|
|
|
/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
|
|
/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
|
|
- * <code>eventThreshold</code>, event timelines for the animation being mixed out will be applied. Defaults to 0, so event
|
|
|
|
|
|
+ * <code>eventThreshold</code>, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
|
|
* timelines are not applied for an animation being mixed out. */
|
|
* timelines are not applied for an animation being mixed out. */
|
|
public float getEventThreshold () {
|
|
public float getEventThreshold () {
|
|
return eventThreshold;
|
|
return eventThreshold;
|
|
@@ -998,8 +998,8 @@ public class AnimationState {
|
|
}
|
|
}
|
|
|
|
|
|
/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
|
|
/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
|
|
- * <code>attachmentThreshold</code>, attachment timelines for the animation being mixed out will be applied. Defaults to 0,
|
|
|
|
- * so attachment timelines are not applied for an animation being mixed out. */
|
|
|
|
|
|
+ * <code>attachmentThreshold</code>, attachment timelines are applied while this animation is being mixed out. Defaults to
|
|
|
|
+ * 0, so attachment timelines are not applied for an animation being mixed out. */
|
|
public float getAttachmentThreshold () {
|
|
public float getAttachmentThreshold () {
|
|
return attachmentThreshold;
|
|
return attachmentThreshold;
|
|
}
|
|
}
|
|
@@ -1009,7 +1009,7 @@ public class AnimationState {
|
|
}
|
|
}
|
|
|
|
|
|
/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
|
|
/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
|
|
- * <code>drawOrderThreshold</code>, draw order timelines for the animation being mixed out will be applied. Defaults to 0,
|
|
|
|
|
|
+ * <code>drawOrderThreshold</code>, draw order timelines are applied while this animation is being mixed out. Defaults to 0,
|
|
* so draw order timelines are not applied for an animation being mixed out. */
|
|
* so draw order timelines are not applied for an animation being mixed out. */
|
|
public float getDrawOrderThreshold () {
|
|
public float getDrawOrderThreshold () {
|
|
return drawOrderThreshold;
|
|
return drawOrderThreshold;
|