Beispiel #1
0
        private void _advanceFadeTime(float passedTime)
        {
            var isFadeOut = _fadeState > 0;

            if (_subFadeState < 0) // Fade start event.
            {
                _subFadeState = 0;

                var eventType = isFadeOut? EventObject.FADE_OUT: EventObject.FADE_IN;
                if (_armature.eventDispatcher.HasEventListener(eventType))
                {
                    var eventObject = BaseObject.BorrowObject <EventObject>();
                    eventObject.animationState = this;
                    _armature._bufferEvent(eventObject, eventType);
                }
            }

            if (passedTime < 0.0f)
            {
                passedTime = -passedTime;
            }

            _fadeTime += passedTime;

            if (_fadeTime >= fadeTotalTime) // Fade complete.
            {
                _subFadeState = 1;
                _fadeProgress = isFadeOut ? 0.0f : 1.0f;
            }
            else if (_fadeTime > 0.0f) // Fading.
            {
                _fadeProgress = isFadeOut ? (1.0f - _fadeTime / fadeTotalTime) : (_fadeTime / fadeTotalTime);
            }
            else // Before fade.
            {
                _fadeProgress = isFadeOut ? 1.0f : 0.0f;
            }

            if (_subFadeState > 0) // Fade complete event.
            {
                if (!isFadeOut)
                {
                    _playheadState |= 1; // x1
                    _fadeState      = 0;
                }

                var eventType = isFadeOut ? EventObject.FADE_OUT_COMPLETE : EventObject.FADE_IN_COMPLETE;
                if (_armature.eventDispatcher.HasEventListener(eventType))
                {
                    var eventObject = BaseObject.BorrowObject <EventObject>();
                    eventObject.animationState = this;
                    _armature._bufferEvent(eventObject, eventType);
                }
            }
        }
Beispiel #2
0
        /**
         * @private
         */
        private void _advanceFadeTime(float passedTime)
        {
            if (passedTime < 0.0f)
            {
                passedTime = -passedTime;
            }

            _fadeTime += passedTime;

            var fadeProgress = 0.0f;

            if (_fadeTime >= fadeTotalTime) // Fade complete.
            {
                fadeProgress = _fadeState > 0 ? 0.0f : 1.0f;
            }
            else if (_fadeTime > 0.0f) // Fading.
            {
                fadeProgress = _fadeState > 0 ? (1 - _fadeTime / fadeTotalTime) : (_fadeTime / fadeTotalTime);
            }
            else // Before fade.
            {
                fadeProgress = _fadeState > 0 ? 1.0f : 0.0f;
            }

            if (_fadeProgress != fadeProgress)
            {
                _fadeProgress = fadeProgress;

                var eventDispatcher = _armature._eventDispatcher;

                if (_fadeTime <= passedTime)
                {
                    if (_fadeState > 0)
                    {
                        if (eventDispatcher.HasEventListener(EventObject.FADE_OUT))
                        {
                            var evt = BaseObject.BorrowObject <EventObject>();
                            evt.animationState = this;
                            _armature._bufferEvent(evt, EventObject.FADE_OUT);
                        }
                    }
                    else
                    {
                        if (eventDispatcher.HasEventListener(EventObject.FADE_IN))
                        {
                            var evt = BaseObject.BorrowObject <EventObject>();
                            evt.animationState = this;
                            _armature._bufferEvent(evt, EventObject.FADE_IN);
                        }
                    }
                }

                if (_fadeTime >= fadeTotalTime)
                {
                    if (_fadeState > 0)
                    {
                        if (eventDispatcher.HasEventListener(EventObject.FADE_OUT_COMPLETE))
                        {
                            var evt = BaseObject.BorrowObject <EventObject>();
                            evt.animationState = this;
                            _armature._bufferEvent(evt, EventObject.FADE_OUT_COMPLETE);
                        }
                    }
                    else
                    {
                        _isPausePlayhead = false;
                        _fadeState       = 0;

                        if (eventDispatcher.HasEventListener(EventObject.FADE_IN_COMPLETE))
                        {
                            var evt = BaseObject.BorrowObject <EventObject>();
                            evt.animationState = this;
                            _armature._bufferEvent(evt, EventObject.FADE_IN_COMPLETE);
                        }
                    }
                }
            }
        }