Beispiel #1
0
        /**
         * @inheritDoc
         */
        override protected void _onClear()
        {
            foreach (var boneTimelineState in _boneTimelines)
            {
                boneTimelineState.ReturnToPool();
            }

            foreach (var slotTimelineState in _slotTimelines)
            {
                slotTimelineState.ReturnToPool();
            }

            foreach (var ffdTimelineState in _ffdTimelines)
            {
                ffdTimelineState.ReturnToPool();
            }

            if (_timeline != null)
            {
                _timeline.ReturnToPool();
            }

            if (_zOrderTimeline != null)
            {
                _zOrderTimeline.ReturnToPool();
            }

            displayControl   = true;
            additiveBlending = false;
            actionEnabled    = false;
            playTimes        = 1;
            timeScale        = 1.0f;
            weight           = 1.0f;
            autoFadeOutTime  = -1.0f;
            fadeTotalTime    = 0.0f;

            _fadeState    = 0;
            _layer        = 0;
            _position     = 0.0f;
            _duration     = 0.0f;
            _weightResult = 0.0f;
            _fadeProgress = 0.0f;
            _group        = null;
            _timeline     = null;

            _isPlaying       = true;
            _isPausePlayhead = false;
            _fadeTime        = 0.0f;
            _time            = 0.0f;
            _name            = null;
            _armature        = null;
            _animationData   = null;
            _zOrderTimeline  = null;
            _boneMask.Clear();
            _boneTimelines.Clear();
            _slotTimelines.Clear();
            _ffdTimelines.Clear();
        }
Beispiel #2
0
        /**
         * @private
         */
        override protected void _onClear()
        {
            for (int i = 0, l = _boneTimelines.Count; i < l; ++i)
            {
                _boneTimelines[i].ReturnToPool();
            }

            for (int i = 0, l = _slotTimelines.Count; i < l; ++i)
            {
                _slotTimelines[i].ReturnToPool();
            }

            for (int i = 0, l = _ffdTimelines.Count; i < l; ++i)
            {
                _ffdTimelines[i].ReturnToPool();
            }

            if (_timeline != null)
            {
                _timeline.ReturnToPool();
            }

            if (_zOrderTimeline != null)
            {
                _zOrderTimeline.ReturnToPool();
            }

            displayControl   = true;
            additiveBlending = false;
            actionEnabled    = false;
            playTimes        = 1;
            timeScale        = 1.0f;
            weight           = 1.0f;
            autoFadeOutTime  = -1.0f;
            fadeTotalTime    = 0.0f;

            _playheadState = 0;
            _fadeState     = -1;
            _subFadeState  = -1;
            _layer         = 0;
            _position      = 0.0f;
            _duration      = 0.0f;
            _fadeTime      = 0.0f;
            _time          = 0.0f;
            _fadeProgress  = 0.0f;
            _weightResult  = 0.0f;
            _name          = null;
            _group         = null;
            _boneMask.Clear();
            _boneTimelines.Clear();
            _slotTimelines.Clear();
            _ffdTimelines.Clear();
            _animationData  = null;
            _armature       = null;
            _timeline       = null;
            _zOrderTimeline = null;
        }