public override void reset(long time) { base.reset(time); TLayer layer = sequence.animation.layer; switch (type) { case ActionType.TO: run_startAlpha = layer.alpha; run_endAlpha = this.endAlpha; break; case ActionType.FROMTO: run_startAlpha = this.startAlpha; run_endAlpha = this.endAlpha; break; case ActionType.IN: run_startAlpha = layer.alpha; run_endAlpha = 1; break; case ActionType.OUT: run_startAlpha = layer.alpha; run_endAlpha = 0; break; } run_easingFunction = new TEasingFunction(); }
public override void reset(long time) { base.reset(time); TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; if (type == ActionType.TO) { run_point0 = target.position; run_point1 = this.point1; run_point2 = this.point2; run_point3 = this.point3; } else if (type == ActionType.BY) { run_point0 = target.position; run_point1 = new PointF(target.position.X + this.point1.X, target.position.Y + this.point1.Y); run_point2 = new PointF(target.position.X + this.point2.X, target.position.Y + this.point2.Y); run_point3 = new PointF(target.position.X + this.point3.X, target.position.Y + this.point3.Y); } run_easingFunction = new TEasingFunction(); } }
public override void reset(long time) { base.reset(time); TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; run_startAngle = target.rotation; if (type == ActionType.TO) { run_endAngle = this.angle; } else if (type == ActionType.BY) { run_endAngle = target.rotation + this.angle; } run_easingFunction = new TEasingFunction(); } }
public override void reset(long time) { base.reset(time); TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; run_startScale = target.scale; if (type == ActionType.TO) { run_endScale = this.scale; } else if (type == ActionType.BY) { run_endScale = new SizeF(target.scale.Width * this.scale.Width, target.scale.Height * this.scale.Height); } run_easingFunction = new TEasingFunction(); } }
public override void reset(long time) { base.reset(time); TLayer layer = sequence.animation.layer; if (layer is TActor) { TActor target = (TActor)layer; run_startPos = target.position; if (type == ActionType.TO) { run_endPos = this.position; } else if (type == ActionType.BY) { run_endPos = new PointF(target.position.X + this.position.X, target.position.Y + this.position.Y); } run_easingFunction = new TEasingFunction(); } }