internal void Update(SpriteEffects effect) { if (currentTime < maxTime) { currentTime += Common.ElapsedTimeDelta; for (int i = 0; i < animations; i++) { LimbAnimationState state = currentAnimations[i]; state.Update(effect); currentAnimations[i] = state; } } else if (OnFinished != null) { OnFinished(""); } }
internal void Update(SpriteEffects effect) { if (playing) { currentTime += Common.ElapsedTimeDelta; if (currentTime < AnimationTime) { for (int i = 0; i < _LimbAnimations.Length; i++) { LimbAnimationState state = _LimbAnimations[i]; state.Update(effect); _LimbAnimations[i] = state; } } else if (OnFinished != null) { OnFinished(Name); } } }