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@@ -787,7 +787,7 @@ public class AnimationState {
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return Math.min(trackTime + animationStart, animationEnd);
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return Math.min(trackTime + animationStart, animationEnd);
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}
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}
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- /** Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
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+ /** Multiplier for the delta time when the animation state is updated, causing time for this animation to pass slower or
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* faster. Defaults to 1. */
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* faster. Defaults to 1. */
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public float getTimeScale () {
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public float getTimeScale () {
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return timeScale;
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return timeScale;
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@@ -807,8 +807,8 @@ public class AnimationState {
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this.listener = listener;
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this.listener = listener;
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}
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}
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- /** Values < 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with
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- * this animation.
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+ /** Values < 1 mix this animation with the setup pose or the skeleton's last pose. Defaults to 1, which overwrites the
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+ * skeleton's last pose with this animation.
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* <p>
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* <p>
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* Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
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* Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
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* to use alpha on track 0 if the skeleton pose is from the last frame render. */
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* to use alpha on track 0 if the skeleton pose is from the last frame render. */
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@@ -863,7 +863,8 @@ public class AnimationState {
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}
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}
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/** Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
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/** Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
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- * {@link #getMixDuration()}. */
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+ * {@link #getMixDuration()} when the mix is complete. The mix time can be set manually rather than use the value from
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+ * AnimationStateData. */
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public float getMixTime () {
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public float getMixTime () {
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return mixTime;
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return mixTime;
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}
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}
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@@ -885,7 +886,7 @@ public class AnimationState {
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}
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}
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/** The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
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/** The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
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- * mixing is currently occuring. */
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+ * mixing is currently occuring. If mixing from multiple animations, mixing from makes up a linked list. */
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public TrackEntry getMixingFrom () {
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public TrackEntry getMixingFrom () {
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return mixingFrom;
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return mixingFrom;
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}
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}
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@@ -1001,8 +1002,8 @@ public class AnimationState {
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/** Invoked when this entry is no longer the current entry and will never be applied again. */
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/** Invoked when this entry is no longer the current entry and will never be applied again. */
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public void end (TrackEntry entry);
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public void end (TrackEntry entry);
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- /** Invoked when this entry will be disposed. References to the entry should not be kept after dispose is called, as it may
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- * be destroyed or reused. */
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+ /** Invoked when this entry will be disposed. This may occur without the entry ever being set as the current entry.
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+ * References to the entry should not be kept after dispose is called, as it may be destroyed or reused. */
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public void dispose (TrackEntry entry);
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public void dispose (TrackEntry entry);
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/** Invoked every time this entry's animation completes a loop. */
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/** Invoked every time this entry's animation completes a loop. */
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