/// <summary> /// Remove AnimNodeSequences with weight == 0 /// </summary> private void CleanUpActiveList() { int i = 0; while (i < ActiveAnimNodes.Count) { if (ActiveAnimNodes[i].BlendWeight.Weight == 0.0f) { ActiveAnimNodes.RemoveAt(i); continue; } i++; } }
/// <summary> /// Register given AnimNodeSequence to process next update /// </summary> /// <param name="anim"></param> private void AddToActiveList(AnimNodeSequence anim) { if (anim == null) { return; } foreach (var item in ActiveAnimNodes) { if (item == anim) { return; } } ActiveAnimNodes.Add(anim); }