bug修复

This commit is contained in:
Yeomai committed 2026-09-12 00:03:31 +08:00
1 parent 48186a3608
commit 4a7e69337f
4 files changed
+100 -32

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@@ -707,7 +707,7 @@
}
updateWorld(skeleton);
draw();
const entry = state.getCurrent(0);
const entry = currentTrack();
if (entry) {
const currentTime = getTrackAnimationTime(entry);
if (now >= statusHoldUntil) {
@@ -966,10 +966,23 @@
}
}
// Spine 4.3 起 AnimationState.getCurrent() 被改名为 getTrack(),这里统一做版本兼容。
function currentTrack() {
if (!state) return null;
try {
if (typeof state.getCurrent === 'function') return state.getCurrent(0) || null;
if (typeof state.getTrack === 'function') return state.getTrack(0) || null;
const tracks = state.tracks;
return (tracks && tracks[0]) || null;
} catch (e) {
return null;
}
}
// 跳到指定时间点:暂停播放,重置动画到目标时间
function seekTo(time) {
if (!state || !skeleton) return;
const track = state.getCurrent(0);
const track = currentTrack();
const anim = track ? track.animation : null;
playing = false;
updatePlayButton();
@@ -1204,7 +1217,7 @@
});
document.getElementById('loopCheck').addEventListener('change', (e) => {
loop = e.target.checked;
const cur = state.getCurrent(0);
const cur = currentTrack();
if (cur) cur.loop = loop;
});
document.getElementById('speedRange').addEventListener('input', (e) => {
@@ -1246,11 +1259,15 @@
});
const endTimelineSeek = () => {
if (!seeking) return;
seekTimelineToNearestFrame();
seeking = false;
playing = false;
updatePlayButton();
timeline.blur();
try {
seekTimelineToNearestFrame();
} finally {
// 无论吸附是否抛错都要复位,否则 seeking 会永久卡住导致时间轴不再同步。
seeking = false;
playing = false;
updatePlayButton();
timeline.blur();
}
};
timeline.addEventListener('pointerup', endTimelineSeek);
// 指针移出滑块后松开时也要完成吸附。
@@ -707,7 +707,7 @@
}
updateWorld(skeleton);
draw();
const entry = state.getCurrent(0);
const entry = currentTrack();
if (entry) {
const currentTime = getTrackAnimationTime(entry);
if (now >= statusHoldUntil) {
@@ -966,10 +966,23 @@
}
}
// Spine 4.3 起 AnimationState.getCurrent() 被改名为 getTrack(),这里统一做版本兼容。
function currentTrack() {
if (!state) return null;
try {
if (typeof state.getCurrent === 'function') return state.getCurrent(0) || null;
if (typeof state.getTrack === 'function') return state.getTrack(0) || null;
const tracks = state.tracks;
return (tracks && tracks[0]) || null;
} catch (e) {
return null;
}
}
// 跳到指定时间点:暂停播放,重置动画到目标时间
function seekTo(time) {
if (!state || !skeleton) return;
const track = state.getCurrent(0);
const track = currentTrack();
const anim = track ? track.animation : null;
playing = false;
updatePlayButton();
@@ -1204,7 +1217,7 @@
});
document.getElementById('loopCheck').addEventListener('change', (e) => {
loop = e.target.checked;
const cur = state.getCurrent(0);
const cur = currentTrack();
if (cur) cur.loop = loop;
});
document.getElementById('speedRange').addEventListener('input', (e) => {
@@ -1246,11 +1259,15 @@
});
const endTimelineSeek = () => {
if (!seeking) return;
seekTimelineToNearestFrame();
seeking = false;
playing = false;
updatePlayButton();
timeline.blur();
try {
seekTimelineToNearestFrame();
} finally {
// 无论吸附是否抛错都要复位,否则 seeking 会永久卡住导致时间轴不再同步。
seeking = false;
playing = false;
updatePlayButton();
timeline.blur();
}
};
timeline.addEventListener('pointerup', endTimelineSeek);
// 指针移出滑块后松开时也要完成吸附。
+25 -8
View File
@@ -707,7 +707,7 @@
}
updateWorld(skeleton);
draw();
const entry = state.getCurrent(0);
const entry = currentTrack();
if (entry) {
const currentTime = getTrackAnimationTime(entry);
if (now >= statusHoldUntil) {
@@ -966,10 +966,23 @@
}
}
// Spine 4.3 起 AnimationState.getCurrent() 被改名为 getTrack(),这里统一做版本兼容。
function currentTrack() {
if (!state) return null;
try {
if (typeof state.getCurrent === 'function') return state.getCurrent(0) || null;
if (typeof state.getTrack === 'function') return state.getTrack(0) || null;
const tracks = state.tracks;
return (tracks && tracks[0]) || null;
} catch (e) {
return null;
}
}
// 跳到指定时间点:暂停播放,重置动画到目标时间
function seekTo(time) {
if (!state || !skeleton) return;
const track = state.getCurrent(0);
const track = currentTrack();
const anim = track ? track.animation : null;
playing = false;
updatePlayButton();
@@ -1204,7 +1217,7 @@
});
document.getElementById('loopCheck').addEventListener('change', (e) => {
loop = e.target.checked;
const cur = state.getCurrent(0);
const cur = currentTrack();
if (cur) cur.loop = loop;
});
document.getElementById('speedRange').addEventListener('input', (e) => {
@@ -1246,11 +1259,15 @@
});
const endTimelineSeek = () => {
if (!seeking) return;
seekTimelineToNearestFrame();
seeking = false;
playing = false;
updatePlayButton();
timeline.blur();
try {
seekTimelineToNearestFrame();
} finally {
// 无论吸附是否抛错都要复位,否则 seeking 会永久卡住导致时间轴不再同步。
seeking = false;
playing = false;
updatePlayButton();
timeline.blur();
}
};
timeline.addEventListener('pointerup', endTimelineSeek);
// 指针移出滑块后松开时也要完成吸附。
+25 -8
View File
@@ -707,7 +707,7 @@
}
updateWorld(skeleton);
draw();
const entry = state.getCurrent(0);
const entry = currentTrack();
if (entry) {
const currentTime = getTrackAnimationTime(entry);
if (now >= statusHoldUntil) {
@@ -966,10 +966,23 @@
}
}
// Spine 4.3 起 AnimationState.getCurrent() 被改名为 getTrack(),这里统一做版本兼容。
function currentTrack() {
if (!state) return null;
try {
if (typeof state.getCurrent === 'function') return state.getCurrent(0) || null;
if (typeof state.getTrack === 'function') return state.getTrack(0) || null;
const tracks = state.tracks;
return (tracks && tracks[0]) || null;
} catch (e) {
return null;
}
}
// 跳到指定时间点:暂停播放,重置动画到目标时间
function seekTo(time) {
if (!state || !skeleton) return;
const track = state.getCurrent(0);
const track = currentTrack();
const anim = track ? track.animation : null;
playing = false;
updatePlayButton();
@@ -1204,7 +1217,7 @@
});
document.getElementById('loopCheck').addEventListener('change', (e) => {
loop = e.target.checked;
const cur = state.getCurrent(0);
const cur = currentTrack();
if (cur) cur.loop = loop;
});
document.getElementById('speedRange').addEventListener('input', (e) => {
@@ -1246,11 +1259,15 @@
});
const endTimelineSeek = () => {
if (!seeking) return;
seekTimelineToNearestFrame();
seeking = false;
playing = false;
updatePlayButton();
timeline.blur();
try {
seekTimelineToNearestFrame();
} finally {
// 无论吸附是否抛错都要复位,否则 seeking 会永久卡住导致时间轴不再同步。
seeking = false;
playing = false;
updatePlayButton();
timeline.blur();
}
};
timeline.addEventListener('pointerup', endTimelineSeek);
// 指针移出滑块后松开时也要完成吸附。