public void update(float delta) { delta *= timeScale; for (int i = 0; i < tracks.size; i++) { TrackEntry current = tracks.get(i); if (current == null) continue; float trackDelta = delta * current.timeScale; float time = current.time + trackDelta; float endTime = current.endTime; current.time = time; if (current.previous != null) { current.previous.time += trackDelta; current.mixTime += trackDelta; } // Check if completed the animation or a loop iteration. if (current.loop ? (current.lastTime % endTime > time % endTime) : (current.lastTime < endTime && time >= endTime)) { int count = (int) (time / endTime); if (current.listener != null) current.listener.complete(i, count); for (int ii = 0, nn = listeners.size; ii < nn; ii++) listeners.get(ii).complete(i, count); } TrackEntry next = current.next; if (next != null) { if (time - trackDelta > next.delay) setCurrent(i, next); } else { // End non-looping animation when it reaches its end time and there is no next entry. if (!current.loop && current.lastTime >= current.endTime) clearTrack(i); } } }
/** * Removes all animations from all tracks, leaving skeletons in their previous pose. * * <p>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. */ public void clearTracks() { boolean oldDrainDisabled = queue.drainDisabled; queue.drainDisabled = true; for (int i = 0, n = tracks.size; i < n; i++) clearTrack(i); tracks.clear(); queue.drainDisabled = oldDrainDisabled; queue.drain(); }
public void update(float delta) { delta *= timeScale; for (int i = 0; i < tracks.size; i++) { TrackEntry current = tracks.get(i); if (current == null) continue; current.time += delta * current.timeScale; if (current.previous != null) { float previousDelta = delta * current.previous.timeScale; current.previous.time += previousDelta; current.mixTime += previousDelta; } TrackEntry next = current.next; if (next != null) { next.time = current.lastTime - next.delay; if (next.time >= 0) setCurrent(i, next); } else { // End non-looping animation when it reaches its end time and there is no next entry. if (!current.loop && current.lastTime >= current.endTime) clearTrack(i); } } }
public void clearTracks() { for (int i = 0, n = tracks.size; i < n; i++) clearTrack(i); tracks.clear(); }