// Play a list of anims simultaneously public static void Play(Spawn spawn, IAnimationDelegate animDelegate = null, float startDelay = 0, string animId = "") { spawn.m_animDelegate = animDelegate; spawn.m_animStartDelay = startDelay; spawn.m_id = animId; m_animList.Add(spawn); spawn.m_animInitTime = Time.time; }
// Play a list of anims in a sequence public static void Play(Sequence sequence, IAnimationDelegate animDelegate = null, float startDelay = 0, string animId = "") { sequence.m_animDelegate = animDelegate; sequence.m_animStartDelay = startDelay; sequence.m_id = animId; m_animList.Add(sequence); sequence.m_animInitTime = Time.time; }
// Play a single anim type public static void Play(Anim anim, IAnimationDelegate animDelegate = null, float startDelay = 0, string animId = "") { List <Anim> animList = new List <Anim>(); animList.Add(anim); Spawn spawn = new Spawn(animList, animDelegate); spawn.m_animStartDelay = startDelay; spawn.m_id = animId; m_animList.Add(spawn); spawn.m_animInitTime = Time.time; }
public Spawn(List <Anim> animList, IAnimationDelegate animDelegate) : base(animList, animDelegate) { }
public Sequence(List <Anim> animList, IAnimationDelegate animDelegate) : base(animList, animDelegate) { m_currentAnimIndex = 0; }
// public AnimBase(List <Anim> animList, IAnimationDelegate animDelegate) : this() { m_anims = animList; m_animDelegate = animDelegate; }
// Initialize a single anim public AnimBase(Anim anim, IAnimationDelegate animDelegate) : this() { m_anims.Add(anim); m_animDelegate = animDelegate; }
public float m_animInitTime; // Keeps track of the time when anim was initialized to calculate time elapsed public AnimBase() { m_anims = new List <Anim>(); m_animDelegate = null; m_animStartDelay = 0; }
public AnimationDelegate (IAnimationDelegate owner) { _owner = owner; }
public AnimationDelegate(IAnimationDelegate owner) { _owner = owner; }