void Update()
        {
            if (!Application.isPlaying || !m_animation_manager.Playing)
            {
                return;
            }

            m_animation_manager.UpdateAnimation();

            TextFxMarkAsChanged();
        }
Example #2
0
        void Update()
        {
            if (!Application.isPlaying || !m_animation_manager.Playing)
            {
                return;
            }

            m_animation_manager.UpdateAnimation();

            // Call to update mesh rendering
            TextFxUpdateGeometry();
        }
        protected override void OnUpdate()
        {
            base.OnUpdate();

            if (!Application.isPlaying || !m_animation_manager.Playing)
            {
                return;
            }

            m_animation_manager.UpdateAnimation();

            TextFxMarkAsChanged();
        }
        void Update()
        {
            if (!Application.isPlaying || !m_animation_manager.Playing)
            {
                return;
            }

            if (m_animation_manager.UpdateAnimation() == false)
            {
                // Animation has ended. Populate forced_state_verts with end state
                SetForcedStateVerts(m_animation_manager.MeshVerts, m_animation_manager.MeshColours);
            }

            // Call to update mesh rendering
            UpdateGeometry();
        }
        public static void UpdateManager(TextFxAnimationManager animationManager)
        {
            if (animationManager.PreviewingAnimationInEditor && !animationManager.PreviewAnimationPaused)
            {
                if (animationManager == null)
                {
                    animationManager.PreviewingAnimationInEditor = false;
                    return;
                }

                if (!animationManager.UpdateAnimation() && animationManager.ParticleEffectManagers.Count == 0)
                {
                    animationManager.PreviewingAnimationInEditor = false;
                }

                animationManager.AnimationInterface.UpdateTextFxMesh();

                if (animationManager.ParticleEffectManagers.Count > 0)
                {
                    SceneView.RepaintAll();
                }
            }
        }