Example #1
0
 private void _doLogicFrameEnd(RAL.LogicFrame frame)
 {
     if (onLogicFrameEnd != null)
     {
         onLogicFrameEnd(frame);
     }
 }
Example #2
0
        private void _process(ref RAL.LogicFrame frame, ref int physicsIndex, float cursor)
        {
            int nowIndex = (int)(cursor * FrameSync.LOGIC_PHYSICS_FPS);

            if (nowIndex >= frame.physicsFrames.Length)
            {
                for (int i = physicsIndex; i < m_currentFrame.physicsFrames.Length; ++i)
                {
                    for (int j = 0; j < frame.physicsFrames[i].actions.Length; ++j)
                    {
                        _doRenderActionDone(frame.physicsFrames[i].actions[j]);
                    }
                }
                physicsIndex = -1;
                _doLogicFrameEnd(frame);
                frame = null;
            }
            else
            {
                for (int i = physicsIndex; i < nowIndex; ++i)
                {
                    for (int j = 0; j < frame.physicsFrames[i].actions.Length; ++j)
                    {
                        _doRenderActionDone(frame.physicsFrames[i].actions[j]);
                    }
                }
                physicsIndex = nowIndex;
                var progress = cursor * FrameSync.LOGIC_PHYSICS_FPS - nowIndex;
                for (int i = 0; i < frame.physicsFrames[nowIndex].actions.Length; ++i)
                {
                    _doRenderActionProgress(frame.physicsFrames[nowIndex].actions[i], progress);
                }
            }
        }
Example #3
0
 private void _doLogicFrameBegin(RAL.LogicFrame frame)
 {
     if (onLogicFrameBegin != null)
     {
         onLogicFrameBegin(frame);
     }
 }
Example #4
0
 private void _processNewFrame(RAL.LogicFrame frame, float cursor)
 {
     if (m_currentFrame != null)
     {
         for (int i = m_currentPhysicsIndex; i < m_currentFrame.physicsFrames.Length; ++i)
         {
             for (int j = 0; j < m_currentFrame.physicsFrames[i].actions.Length; ++j)
             {
                 _doRenderActionDone(m_currentFrame.physicsFrames[i].actions[j]);
             }
         }
         _doLogicFrameEnd(m_currentFrame);
         m_currentFrame        = null;
         m_currentPhysicsIndex = -1;
     }
     if (frame != null)
     {
         m_currentFrame        = frame;
         m_currentPhysicsIndex = 0;
         _doLogicFrameBegin(frame);
         _process(ref m_currentFrame, ref m_currentPhysicsIndex, cursor);
     }
 }