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@@ -539,7 +539,7 @@ public class AnimationState {
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entry.trackTime = 0;
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entry.trackLast = -1;
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entry.nextTrackLast = -1;
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- entry.trackEnd = loop ? Integer.MAX_VALUE : entry.animationEnd;
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+ entry.trackEnd = Float.MAX_VALUE;
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entry.timeScale = 1;
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entry.alpha = 1;
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@@ -752,10 +752,10 @@ public class AnimationState {
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this.trackTime = trackTime;
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}
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- /** The track time in seconds when this animation will be removed from the track. Defaults to the animation
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- * {@link Animation#duration} for non-looping animations and the highest float possible for looping animations. If the track
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- * end time is reached, no other animations are queued for playback, and mixing from any previous animations is complete,
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- * then the properties keyed by the animation are set to the setup pose and the track is cleared.
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+ /** The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
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+ * value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
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+ * is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
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+ * properties keyed by the animation are set to the setup pose and the track is cleared.
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* <p>
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* It may be desired to use {@link AnimationState#addEmptyAnimation(int, float, float)} to mix the properties back to the
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* setup pose over time, rather than have it happen instantly. */
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