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@@ -40,7 +40,7 @@ namespace Spine {
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/// See <a href='http://esotericsoftware.com/spine-applying-animations/'>Applying Animations</a> in the Spine Runtimes Guide.</para>
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/// </summary>
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public class AnimationState {
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- static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
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+ internal static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
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/// 1) A previously applied timeline has set this property.<para />
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/// Result: Mix from the current pose to the timeline pose.
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@@ -1253,6 +1253,10 @@ namespace Spine {
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/// If true, the animation will be applied in reverse. Events are not fired when an animation is applied in reverse.</summary>
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public bool Reverse { get { return reverse; } set { reverse = value; } }
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+ /// <summary>Returns true if this entry is for the empty animation. See <see cref="AnimationState.SetEmptyAnimation(int, float)"/>,
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+ /// <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>, and <see cref="AnimationState.SetEmptyAnimations(float)"/>.
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+ public bool IsEmptyAnimation { get { return animation == AnimationState.EmptyAnimation; }}
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+
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/// <summary>
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/// <para>
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/// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
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