/// <summary> /// Stop and reset all the curve data. /// </summary> public override void Stop() { TimelineItem[] items = GetTimelineItems(); for (int i = 0; i < items.Length; i++) { ActorClipCurve actorClipCurve = items[i] as ActorClipCurve; if (actorClipCurve != null) { actorClipCurve.Reset(); } } }
/// <summary> /// Set the track to an arbitrary time. /// </summary> /// <param name="time">The new running time.</param> public override void SetTime(float time) { base.elapsedTime = time; TimelineItem[] items = GetTimelineItems(); for (int i = 0; i < items.Length; i++) { ActorClipCurve actorClipCurve = items[i] as ActorClipCurve; if (actorClipCurve != null) { actorClipCurve.SampleTime(time); } } }
/// <summary> /// Update all curve items. /// </summary> /// <param name="time">The new running time.</param> /// <param name="deltaTime">The deltaTime since last update.</param> public override void UpdateTrack(float time, float deltaTime) { if (mute) { return; } base.elapsedTime = time; TimelineItem[] items = GetTimelineItems(); for (int i = 0; i < items.Length; i++) { ActorClipCurve actorClipCurve = items[i] as ActorClipCurve; if (actorClipCurve != null) { actorClipCurve.SampleTime(time); } } }