private void setTopAnimation(AnimID id, bool reset = false) { if (mTopAnimID >= 0 && (int)mTopAnimID < NUM_ANIMS) { // if we have an old animation, fade it out mFadingIn[(int)mTopAnimID] = false; mFadingOut[(int)mTopAnimID] = true; } mTopAnimID = id; if (id != AnimID.ANIM_NONE) { // if we have a new animation, enable it and fade it in mAnims[(int)id].Enabled = true; mAnims[(int)id].Weight = 0; mFadingOut[(int)id] = false; mFadingIn[(int)id] = true; if (reset) { mAnims[(int)id].TimePosition = 0; } } }
public override string ToString() { return("AnimID=" + AnimID.ToString() + "/seq=" + SequenceNum.ToString() + "/objID=" + ObjectID.ToString()); }
public bool Equals(AnimationInfo other) { return(AnimID.Equals(other.AnimID) && Frames.Equals(other.Frames) && Count.Equals(other.Count) && Forward.Equals(other.Forward) && Repeat.Equals(other.Repeat) && Delay.Equals(other.Delay)); }