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[haxe] Clean-up of documentation, remove HTML tags

Mario Zechner 3 months ago
parent
commit
a27b63fc5e

+ 14 - 14
spine-haxe/spine-haxe/spine/animation/AnimationState.hx

@@ -43,39 +43,39 @@ import spine.Skeleton;
  */
 class AnimationState {
 	/**
-	 * 1) A previously applied timeline has set this property.\n
+	 * 1) A previously applied timeline has set this property.
 	 * Result: Mix from the current pose to the timeline pose.
 	 */
 	public static inline var SUBSEQUENT:Int = 0;
 	/**
-	 * 1) This is the first timeline to set this property.\n
-	 * 2) The next track entry applied after this one does not have a timeline to set this property.\n
+	 * 1) This is the first timeline to set this property.
+	 * 2) The next track entry applied after this one does not have a timeline to set this property.
 	 * Result: Mix from the setup pose to the timeline pose.
 	 */
 	public static inline var FIRST:Int = 1;
 	/**
-	 * 1) A previously applied timeline has set this property.\n
-	 * 2) The next track entry to be applied does have a timeline to set this property.\n
-	 * 3) The next track entry after that one does not have a timeline to set this property.\n
+	 * 1) A previously applied timeline has set this property.
+	 * 2) The next track entry to be applied does have a timeline to set this property.
+	 * 3) The next track entry after that one does not have a timeline to set this property.
 	 * Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading
 	 * animations that key the same property. A subsequent timeline will set this property using a mix.
 	 */
 	public static inline var HOLD_SUBSEQUENT:Int = 2;
 	/**
-	 * 1) This is the first timeline to set this property.\n
-	 * 2) The next track entry to be applied does have a timeline to set this property.\n
-	 * 3) The next track entry after that one does not have a timeline to set this property.\n
+	 * 1) This is the first timeline to set this property.
+	 * 2) The next track entry to be applied does have a timeline to set this property.
+	 * 3) The next track entry after that one does not have a timeline to set this property.
 	 * Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
 	 * that key the same property. A subsequent timeline will set this property using a mix.
 	 */
 	public static inline var HOLD_FIRST:Int = 3;
 	/**
-	 * 1) This is the first timeline to set this property.\n
-	 * 2) The next track entry to be applied does have a timeline to set this property.\n
-	 * 3) The next track entry after that one does have a timeline to set this property.\n
-	 * 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.\n
+	 * 1) This is the first timeline to set this property.
+	 * 2) The next track entry to be applied does have a timeline to set this property.
+	 * 3) The next track entry after that one does have a timeline to set this property.
+	 * 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.
 	 * Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than
-	 * 2 track entries in a row have a timeline that sets the same property.\n
+	 * 2 track entries in a row have a timeline that sets the same property.
 	 * Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid
 	 * "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A
 	 * (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed

+ 3 - 3
spine-haxe/spine-haxe/spine/animation/TrackEntry.hx

@@ -171,9 +171,9 @@ class TrackEntry implements Poolable {
 	 *
 	 * When using spine.animation.AnimationState.addAnimation(int, Animation, boolean, float) with a delay <= 0, the
 	 * TrackEntry.getDelay() is set using the mix duration from the spine.animation.AnimationStateData. If mixDuration is set
-	 * afterward, the delay may need to be adjusted. For example:\n
-	 * entry.delay = entry.previous.getTrackComplete() - entry.mixDuration;\n
-	 * Alternatively, TrackEntry.setMixDuration(float, float) can be used to recompute the delay:\n
+	 * afterward, the delay may need to be adjusted. For example:
+	 * entry.delay = entry.previous.getTrackComplete() - entry.mixDuration;
+	 * Alternatively, TrackEntry.setMixDuration(float, float) can be used to recompute the delay:
 	 * entry.setMixDuration(0.25f, 0); */
 	public var mixDuration:Float = 0;
 	public var interruptAlpha:Float = 0;