} // Uninitialize

        #endregion

        #region Play

        /// <summary>
        /// Plays animation without any blending.
        /// </summary>
        /// <remarks>
        /// If the animation is already playing, other animations will be stopped but the animation will not rewind to the beginning.
        /// If the animation is not set to be looping it will be stopped and rewinded after playing.
        /// </remarks>
        /// <param name="name">Animation name</param>
        public void Play(string name)
        {
            if (!animationStates.ContainsKey(name))
            {
                throw new ArgumentException("Model Animation Component: the animation name does not exist.");
            }
            AnimationState  animationState       = animationStates[name];
            AnimationPlayed modelAnimationPlayer = null;

            // Stop animations on this layer
            foreach (AnimationPlayed activeAnimation in activeAnimations)
            {
                if (activeAnimation.AnimationState.ModelAnimation.Name != name)
                {
                    activeAnimation.ModelAnimationPlayer.Stop();
                }
                else
                {
                    modelAnimationPlayer = activeAnimation;
                }
            }
            activeAnimations.Clear();
            // If the animation was not being played.
            if (modelAnimationPlayer == null)
            {
                // Create the new animation
                modelAnimationPlayer = new AnimationPlayed(animationState, AnimationManager.FetchModelAnimationPlayer());
                modelAnimationPlayer.ModelAnimationPlayer.Play(animationState);
            }
            activeAnimations.Add(modelAnimationPlayer);
        } // Play
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        public void PlayAnimation(string animation)
        {
            AnimationPlayed?.Invoke(animation);

            this.lastPlayedAnimation = animation;
            Model.PlayAnimation(animation);

            // Debug.Log($"Playing animation \"{animation}\" on {name}'s actor.");
        }
        } // Play

        #endregion

        #region Cross Fade

        /// <summary>
        /// Fades the animation with name animation in over a period of time seconds and fades other animations out.
        /// </summary>
        /// <remarks>
        /// If the animation is not set to be looping it will be stopped and rewinded after playing.
        /// </remarks>
        /// <param name="name">Animation name.</param>
        /// <param name="fadeLength">Fade length.</param>
        public void CrossFade(string name, float fadeLength = 0.3f)
        {
            if (!animationStates.ContainsKey(name))
            {
                throw new ArgumentException("Model Animation Component: the animation name does not exist.");
            }
            AnimationPlayed animationPlayed = null;
            AnimationState  animationState  = animationStates[name];

            // Stop animations on this layer.
            foreach (AnimationPlayed activeAnimation in activeAnimations)
            {
                if (activeAnimation.AnimationState.ModelAnimation.Name == name)
                {
                    animationPlayed = activeAnimation;
                }
            }
            // If the animation was not being played.
            if (animationPlayed == null)
            {
                // Create the new animation.
                animationPlayed = new AnimationPlayed(animationState, AnimationManager.FetchModelAnimationPlayer());
                animationPlayed.ModelAnimationPlayer.Play(animationState);
            }
            else
            {
                // I want to place the animation in the last place.
                activeAnimations.Remove(animationPlayed);
            }
            animationPlayed.FadeLenght = fadeLength;
            if (activeAnimations.Count > 0 && animationPlayed.ElapsedTime != 0)
            {
                animationPlayed.ModelAnimationPlayer.AnimationState.NormalizedTime = activeAnimations[activeAnimations.Count - 1].ModelAnimationPlayer.AnimationState.NormalizedTime;
            }
            activeAnimations.Add(animationPlayed);
        } // CrossFade