Beispiel #1
0
        public void PlayAtTime(int index, float time, bool loop = false)
        {
            if (mNowPlayingTakeIndex == index)
            {
                return;
            }

            mLastPlayingTakeIndex = mNowPlayingTakeIndex;

            Pause();

            if (mLastPlayingTakeIndex != -1)
            {
                sequenceCtrls[mLastPlayingTakeIndex].take.PlaySwitch(this); //notify take that we are switching
            }
            SequenceControl amSeq = sequenceCtrls[index];

            Take newPlayTake = amSeq.take;

            Sequence seq = amSeq.sequence;

            if (seq == null)
            {
                amSeq.Build(sequenceKillWhenDone, updateType, updateTimeIndependent);
                seq = amSeq.sequence;
            }

            mNowPlayingTakeIndex = index;

            newPlayTake.PlayStart(this, newPlayTake.frameRate * time, 1.0f); //notify take that we are playing

            if (seq != null)
            {
                /*if(loop) {
                 *      seq.loops = -1;
                 *  }
                 *  else {
                 *      seq.loops = newPlayTake.numLoop;
                 *  }*/

                seq.timeScale = mAnimScale;
                seq.Goto(time, true);
            }
        }
Beispiel #2
0
        /// <summary>
        /// Go to a given time without playing.
        /// </summary>
        public void Goto(int takeIndex, float time)
        {
            Sequence seq;

            if (mNowPlayingTakeIndex != takeIndex)
            {
                mLastPlayingTakeIndex = mNowPlayingTakeIndex;

                Pause();

                if (mLastPlayingTakeIndex != -1)
                {
                    sequenceCtrls[mLastPlayingTakeIndex].take.PlaySwitch(this); //notify take that we are switching
                }
                SequenceControl amSeq = sequenceCtrls[takeIndex];

                amSeq.isForcedLoop = false;

                Take newPlayTake = amSeq.take;

                seq = amSeq.sequence;

                if (seq == null)
                {
                    amSeq.Build(sequenceKillWhenDone, updateType, updateTimeIndependent);
                    seq = amSeq.sequence;
                }

                mNowPlayingTakeIndex = takeIndex;

                newPlayTake.PlayStart(this, newPlayTake.frameRate * time, 1.0f); //notify take that we are playing
            }
            else
            {
                seq = sequenceCtrls[takeIndex].sequence;
            }

            if (seq != null)
            {
                seq.Goto(time);
            }
        }