Weird, try this:
1
animations:
track 0, animation 1, keys a
track 0, animation 2, keys b
result: a is left in the state it was when the animation changed
b snaps into position
expected: a mixes back to the setup pose
b mixes from the setup pose
api: setting for animations to mix back to the setup pose during mix to next animation
for the whole AnimationState? per track?
2
animations:
track 0, animation 1, keys attachment a
track 1, animation 2, keys attachment b
result: animation 1's attachment may be shown
expected: top track attachment is shown
api: don't use lastTime in AttachmentTimeline
store attachment name for each slot until after animations are applied to avoid excessive skin lookups?
if name is the same, avoid skin lookup entirely
3
animations:
track 0, animation 1, fires events
track 0, animation 2
result: animation 1 never fires events during mixing
expected: events for previous animation can be disabled
api: event threshold setting for what percentage of the mix events will be fired
for the whole AnimationState? per track?
4
animations:
track 0, animation 1
track 0, animation 2
track 0, animation 3
result: with long mix time, animation 1 disappears when animation 3 starts
expected: all animations are mixed
api: support mixing n animations
5
animations:
track 0, animation 1
track 0, animation 2
track 0, animation 3
result: a small amount of time is lost at each animation change
expected: sum of elapsed time == sum of animation durations
api: carry over time from last animation to next
if a single update call increments time more than an animation duration, time will still be lost
https://github.com/EsotericSoftware/spine-runtimes/issues/154
FIXED
6
animations:
track 0, animation 1
end: track 0, animation 2
result: calling setAnimation from end event causes stackoverflow
expected: no crash
api: fire end event before removing from the track, but somehow prevent it from firing again.
7
blend back and forth between run and walk with a long mix time
interruptions should not cause animations to snap
solved by #4?
8
mix over time from empty track
useful for tracks > 0
track 0, run animation
track 1, raise gun to shoot should be mixed in
currently have TrackEntry.mix but no way for it to change over time
9
mix over time to empty track
useful? for tracks > 0?