protected override void DoUpdate(SAMTime gameTime, InputState istate)
        {
            switch (_mode)
            {
            case 0:
                _progress     += gameTime.ElapsedSeconds / TIME_APPEAR;
                RelativeCenter = _start;
                if (_progress >= 1)
                {
                    _progress = 0; _mode++;
                }
                break;

            case 1:
                _progress     += gameTime.ElapsedSeconds / TIME_STARTWAIT;
                RelativeCenter = _start;
                if (_progress >= 1)
                {
                    _progress = 0; _mode++;
                }
                break;

            case 2:
                _progress     += gameTime.ElapsedSeconds / TIME_MOVE;
                RelativeCenter = FPoint.Lerp(_start, _end, FloatMath.FunctionEaseInOutCubic(_progress));
                if (_progress >= 1)
                {
                    _progress = 0; _mode++;
                }
                break;

            case 3:
                _progress     += gameTime.ElapsedSeconds / TIME_ENDWAIT;
                RelativeCenter = _end;
                if (_progress >= 1)
                {
                    _progress = 0; _mode++;
                }
                break;

            case 4:
                _progress     += gameTime.ElapsedSeconds / TIME_DISAPPEAR;
                RelativeCenter = _end;
                if (_progress >= 1)
                {
                    _progress = 0; _mode++;
                }
                break;

            case 5:
                _progress += gameTime.ElapsedSeconds / TIME_DEAD;
                if (_progress >= 1)
                {
                    _progress = 0; _mode = 0;
                }
                break;

            default:
                SAMLog.Error("HTA::EnumSwitch_DU", "value: " + _mode);
                break;
            }
        }
Exemple #2
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 protected override void DoUpdate(SAMTime gameTime, InputState istate)
 {
     _progress       += gameTime.ElapsedSeconds;
     RelativePosition = FPoint.Lerp(_p1, _p2, FloatMath.PercSin(_progress / 0.5f));
 }